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* CriticalDissonance: While the average Metacritic score for the game is 67, there were several outlets that either had unanimous praise for the game or rated it higher than that ([=GameInformer=], [=ScreenRant=] and [=PCGamesN=] all rated the game 80/100). The current average score for players however is 3.0 out of 10, and Steam reviews and scores for the game is at 40.58% on average. Critics praised the new mechanics and updated graphics and visuals, while players criticised the changes to be always-online, the lack of voice chat, the lack of a day one patch to fix issues, among other things. That said, critics ''did'' mention some of the faux pa's players picked up on, but the average score doesn't really reflect that too well.

to:

* CriticalDissonance: While the average Metacritic score for the game is 67, there were several outlets that either had unanimous praise for the game or rated it higher than that ([=GameInformer=], [=ScreenRant=] and [=PCGamesN=] all rated the game 80/100). The current average score for players however is 3.0 out of 10, and Steam reviews and scores for the game is barely crack a 40% rating on average (As of 22/04/2024, it's sitting at 40.58% on average. 39.65%). Critics praised the new mechanics and mechanics, updated graphics and visuals, while players criticised the changes to be always-online, the lack of voice chat, the lack of a day one patch to fix issues, among many other things.grievances. That said, critics ''did'' mention some of the faux pa's players picked up on, but the average score doesn't really reflect that too well.
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*** The addition of Adrenaline and the Fortitude skill tree introduced one in ''Road Rage''. By positioning yourself ''just'' right when the armored truck drives in the map, it's possible to [[https://www.youtube.com/watch?v=LuVyk3kLyLE clip out of bounds and access the loot that's normally inaccessible until the truck is opened,]] skipping most of the objectives. The latter wouldn't be possible as the loot is below the bridge, but the Adrenaline from the Medic Bag allows you to survive fatal heights and jumping off the bridge entirely with another Medic Bag to teleport yourself back in-bounds. With consistent movements, it's possible to complete the map in around five minutes.

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*** The addition of Adrenaline and the Fortitude skill tree introduced one in ''Road Rage''. By positioning yourself ''just'' right when the armored truck drives in the map, it's possible to [[https://www.youtube.com/watch?v=LuVyk3kLyLE clip out of bounds and access the loot that's normally inaccessible until the truck is opened,]] skipping most of the objectives. The latter normally wouldn't be possible as the loot is below the bridge, but the Adrenaline from the Medic Bag allows you to survive fatal heights and jumping off the bridge entirely with another Medic Bag to teleport yourself back in-bounds. With consistent movements, it's possible to complete the map in around five minutes.
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*** The introduction of the Fortitude skill tree introduced one in ''Road Rage''. By positioning yourself ''just'' right when the armored truck drives in the map, it's possible to [[https://www.youtube.com/watch?v=LuVyk3kLyLE clip out of bounds and access the loot that's normally inaccessible until the truck is opened,]] skipping most of the objectives. With consistent movements, it's possible to complete the map in around five minutes.

to:

*** The introduction addition of Adrenaline and the Fortitude skill tree introduced one in ''Road Rage''. By positioning yourself ''just'' right when the armored truck drives in the map, it's possible to [[https://www.youtube.com/watch?v=LuVyk3kLyLE clip out of bounds and access the loot that's normally inaccessible until the truck is opened,]] skipping most of the objectives. The latter wouldn't be possible as the loot is below the bridge, but the Adrenaline from the Medic Bag allows you to survive fatal heights and jumping off the bridge entirely with another Medic Bag to teleport yourself back in-bounds. With consistent movements, it's possible to complete the map in around five minutes.
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*** In ''Road Rage'', by positioning yourself ''just'' right when the armored truck drives in the map, it's possible to [[https://www.youtube.com/watch?v=LuVyk3kLyLE clip out of bounds and access the loot that's normally inaccessible until the truck is opened,]] skipping most of the objectives. With consistent movements, it's possible to complete the map in around five minutes.

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*** In The introduction of the Fortitude skill tree introduced one in ''Road Rage'', by Rage''. By positioning yourself ''just'' right when the armored truck drives in the map, it's possible to [[https://www.youtube.com/watch?v=LuVyk3kLyLE clip out of bounds and access the loot that's normally inaccessible until the truck is opened,]] skipping most of the objectives. With consistent movements, it's possible to complete the map in around five minutes.
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Added DiffLines:

*** In ''Road Rage'', by positioning yourself ''just'' right when the armored truck drives in the map, it's possible to [[https://www.youtube.com/watch?v=LuVyk3kLyLE clip out of bounds and access the loot that's normally inaccessible until the truck is opened,]] skipping most of the objectives. With consistent movements, it's possible to complete the map in around five minutes.
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*** In ''Touch The Sky'', with a few disabled cameras and well-placed gunshots to lure every guard in the map to specific points, [[https://www.youtube.com/watch?v=GeHiNKG8slE it's possible to trap all but one of them behind a breached door]] and then take out the two remaining guards, including the camera guy. After grabbing the QR code and blue keycard from the pile of guards, you're free to stealth the rest of the map worry-free.[[note]]You don't have to worry about the alerted civilians running off unlike the other maps as the front door to the suite is locked, disabling the only route for them to escape and set off the alarm.[[/note]]
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Renamed one trope.


** The game released with a lot of post-launch monetization. There are '''five''' editions at release (Base, Silver, Gold, Day One and Collectors, complete with the "Pre-Order Content Spreadsheet" that Ubisoft made a faux-pa with almost a decade ago), as well as having a season pass (included in all but Base in varying ways), and DLC's that are featured in the season pass will also be able to be separately purchased. There is also the upcoming inclusion of Microtransactions (which are set to be added sometime post-release; a practice that is ''remarkably'' similar to what Activision did with ''VideoGame/CrashTeamRacingNitroFueled'' to avoid various rating boards' rules about disclosing additional monetisation in the game). While the presence of any one of these features has been seen as not a huge problem (even the microtransactions have their defenders, as people often defend their strictly cosmetic nature), the whole package put together has made some fans very uneasy on buying the game. In fact, the only monetization ''not'' in the game is any kind of RewardsPass (something that is otherwise common to see in modern "Live Service" games), and [[LootBox Lootboxes]] (though the fact various world governments are looking into the fact they are unregulated gambling has tainted that mechanic from being used in paid games).

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** The game released with a lot of post-launch monetization. There are '''five''' editions at release (Base, Silver, Gold, Day One and Collectors, complete with the "Pre-Order Content Spreadsheet" that Ubisoft made a faux-pa with almost a decade ago), as well as having a season pass (included in all but Base in varying ways), and DLC's that are featured in the season pass will also be able to be separately purchased. There is also the upcoming inclusion of Microtransactions (which are set to be added sometime post-release; a practice that is ''remarkably'' similar to what Activision did with ''VideoGame/CrashTeamRacingNitroFueled'' to avoid various rating boards' rules about disclosing additional monetisation in the game). While the presence of any one of these features has been seen as not a huge problem (even the microtransactions have their defenders, as people often defend their strictly cosmetic nature), the whole package put together has made some fans very uneasy on buying the game. In fact, the only monetization ''not'' in the game is any kind of RewardsPass (something that is otherwise common to see in modern "Live Service" games), and [[LootBox Lootboxes]] {{Loot Box}}xes (though the fact various world governments are looking into the fact they are unregulated gambling has tainted that mechanic from being used in paid games).



* TheyChangedItSoItSucks: Certain changes have not been received well by some players:

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* TheyChangedItSoItSucks: TheyChangedItNowItSucks: Certain changes have not been received well by some players:
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* CriticalDissonance: While the average Metacritic score for the game is 67, there were several outlets that either had unanimous praise for the game or rated it higher than that ([=GameInformer=], [=ScreenRant=] and [=PCGamesN=] all rated the game 80/100). The current average score for players however is 3.0 out of 10, and Steam reviews and scores for the game is at 40.71% on average. Critics praised the new mechanics and updated graphics and visuals, while players criticised the changes to be always-online, the lack of voice chat, the lack of a day one patch to fix issues, among other things. That said, critics ''did'' mention some of the faux pa's players picked up on, but the average score doesn't really reflect that too well.

to:

* CriticalDissonance: While the average Metacritic score for the game is 67, there were several outlets that either had unanimous praise for the game or rated it higher than that ([=GameInformer=], [=ScreenRant=] and [=PCGamesN=] all rated the game 80/100). The current average score for players however is 3.0 out of 10, and Steam reviews and scores for the game is at 40.71% 58% on average. Critics praised the new mechanics and updated graphics and visuals, while players criticised the changes to be always-online, the lack of voice chat, the lack of a day one patch to fix issues, among other things. That said, critics ''did'' mention some of the faux pa's players picked up on, but the average score doesn't really reflect that too well.
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None


* AuthorsSavingThrow: One of the few universally-liked changes players liked to the Payday formula in this game when compared to ''Payday 2'' was to the revamp of Payday's stealth system, which is now considerably more nuanced and doesn't require nearly as much out-of-game homework to complete, essentially taking cues from ''VideoGame/Hitman3'' with its area access system, as well as the randomisation being locked per-lobby, and not changing after a restart (a frequently criticised aspect of Payday 2's system that made the maps harder to learn and predict ahead of time).
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probably better worded now.


* AuthorsSavingThrow: One of the few universally-liked changes in the Payday formula when compared to ''Payday 2'' in the player base, was to the revamp of Payday's stealth system, which is now considerably more nuanced and doesn't require nearly as much out-of-game homework to complete, essentially taking cues from ''VideoGame/Hitman3'' with its area access system, as well as the randomisation being locked per-lobby, and not changing after a restart (a frequently criticised aspect of Payday 2's system that made the maps harder to learn and predict ahead of time).

to:

* AuthorsSavingThrow: One of the few universally-liked changes in players liked to the Payday formula in this game when compared to ''Payday 2'' in the player base, was to the revamp of Payday's stealth system, which is now considerably more nuanced and doesn't require nearly as much out-of-game homework to complete, essentially taking cues from ''VideoGame/Hitman3'' with its area access system, as well as the randomisation being locked per-lobby, and not changing after a restart (a frequently criticised aspect of Payday 2's system that made the maps harder to learn and predict ahead of time).
Is there an issue? Send a MessageReason:
None


* AuthorsSavingThrow: One of the universally liked changed made to Payday 3's formula from ''Payday 2'' was to the revamp of Payday's stealth system, which is now considerably more nuanced and doesn't require nearly as much out-of-game homework to complete, essentially taking cues from ''VideoGame/Hitman3'' with its area access system, as well as the randomisation being locked per-lobby, and not changing after a restart (a frequently criticised aspect of Payday 2's system that made the maps harder to learn and predict ahead of time).

to:

* AuthorsSavingThrow: One of the universally liked changed made to few universally-liked changes in the Payday 3's formula from when compared to ''Payday 2'' in the player base, was to the revamp of Payday's stealth system, which is now considerably more nuanced and doesn't require nearly as much out-of-game homework to complete, essentially taking cues from ''VideoGame/Hitman3'' with its area access system, as well as the randomisation being locked per-lobby, and not changing after a restart (a frequently criticised aspect of Payday 2's system that made the maps harder to learn and predict ahead of time).
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None

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* AuthorsSavingThrow: One of the universally liked changed made to Payday 3's formula from ''Payday 2'' was to the revamp of Payday's stealth system, which is now considerably more nuanced and doesn't require nearly as much out-of-game homework to complete, essentially taking cues from ''VideoGame/Hitman3'' with its area access system, as well as the randomisation being locked per-lobby, and not changing after a restart (a frequently criticised aspect of Payday 2's system that made the maps harder to learn and predict ahead of time).
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** "Its on the table"[[labelnote:Explanation]]A frequent response to community requests, which eventually led to a lot of table jokes.[[/note]]

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** "Its on the table"[[labelnote:Explanation]]A frequent response to community requests, which eventually led to a lot of table jokes.[[/note]][[/labelnote]]
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I think its kinda telling how little attention PD 3 gets that this didn't get fixed before I notice it


** "Its on the table"[[note:Explanation]]A frequent response to community requests, which eventually led to a lot of table jokes.[[/note]]

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** "Its on the table"[[note:Explanation]]A table"[[labelnote:Explanation]]A frequent response to community requests, which eventually led to a lot of table jokes.[[/note]]
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** "Its on the table"[[note:Explanation]]A frequent response to community requests, which eventually led to a lot of table jokes.[[/note]]
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** Some others have found it rather disappointing that loot bags don't display some sort of value upon being secure, making your total at the end of the heist a bit of a guessing game.

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** Some others have found it rather disappointing that loot bags don't display some sort of value upon being secure, making your total at the end of the heist a bit of a guessing game.game and lessening the impact of collecting loot.
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None


** The game releases with a lot of post-launch monetization. There are '''five''' editions at release (Base, Silver, Gold, Day One and Collectors, complete with the "Pre-Order Content Spreadsheet" that Ubisoft made a faux-pa almost a decade ago), as well as having a season pass (included in all but Base in varying ways), and DLC's that are featured in the season pass will also be able to be separately purchased. There is also the inclusion of Microtransactions (which are set to be added sometime post-release, a practice that is ''very'' similarly to what Activision did with ''VideoGame/CrashTeamRacingNitroFueled'' to avoid various rating boards' rules about disclosing microtransactions in the game). While the presence of any one of these features has been seen as not a huge problem (even the microtransactions have their defenders, as people defend their strictly cosmetic nature), the whole package put together however, has made some fans very uneasy on buying the game. In fact, the only monetization ''not'' in the game is any kind of RewardsPass (something that is otherwise common to see in modern "Live Service" games), and [[LootBox Lootboxes]] (though the fact various world governments are looking into the fact they are unregulated gambling has tainted that mechanic from being used in paid games).
** Throughout the Closed and Open betas of the game, it had been confirmed that Denuvo, a much-maligned and controversial DRM scheme, would be added to the game. The DRM isn't well liked in the PC space as developers appear to have a hard time implementing it without harming performance, and many fans opted to blame the publisher, Deep Silver, for this decision. At the time, Starbreeze had to assure people during the Technical Test and Open Beta that they had been testing with it enabled in their internal builds to make sure it didn't affect performance for the final release, though players remained unconvinced, in part because Payday 3 is still slated to be always online, meaning adding a defense against pirates who ''won't be able play the game offline'' came off as pointless and misguided. To their credit, on 15th September 2023, almost a week before release, [[https://www.reddit.com/r/paydaytheheist/comments/16jljm5/regarding_denuvo/ Starbreeze confirmed Denuvo has been removed]], essentially neutering the issue before the game released.

to:

** The game releases released with a lot of post-launch monetization. There are '''five''' editions at release (Base, Silver, Gold, Day One and Collectors, complete with the "Pre-Order Content Spreadsheet" that Ubisoft made a faux-pa with almost a decade ago), as well as having a season pass (included in all but Base in varying ways), and DLC's that are featured in the season pass will also be able to be separately purchased. There is also the upcoming inclusion of Microtransactions (which are set to be added sometime post-release, post-release; a practice that is ''very'' similarly ''remarkably'' similar to what Activision did with ''VideoGame/CrashTeamRacingNitroFueled'' to avoid various rating boards' rules about disclosing microtransactions additional monetisation in the game). While the presence of any one of these features has been seen as not a huge problem (even the microtransactions have their defenders, as people often defend their strictly cosmetic nature), the whole package put together however, has made some fans very uneasy on buying the game. In fact, the only monetization ''not'' in the game is any kind of RewardsPass (something that is otherwise common to see in modern "Live Service" games), and [[LootBox Lootboxes]] (though the fact various world governments are looking into the fact they are unregulated gambling has tainted that mechanic from being used in paid games).
** Throughout the Closed and Open betas of the game, it had been confirmed that Denuvo, a much-maligned and controversial DRM scheme, would was confirmed to be added to the game. The game [[https://www.reddit.com/r/paydaytheheist/comments/16jljm5/regarding_denuvo/ and was removed a week before release]] due to the backlash this caused. Said backlash was due to the DRM isn't well liked in the PC space as developers appear to have a hard time implementing it without harming performance, and many fans opted to blame the publisher, Deep Silver, for this decision. At the time, Starbreeze had to assure people during the Technical Test and Open Beta that they had been testing with it enabled in their internal builds to make sure it didn't affect performance for the final release, though players remained unconvinced, in part because Payday 3 is still slated to be always online, meaning adding a defense against pirates who ''won't be able play the game offline'' came off as pointless and misguided. To their credit, on 15th September 2023, almost a week before release, [[https://www.reddit.com/r/paydaytheheist/comments/16jljm5/regarding_denuvo/ Starbreeze confirmed Denuvo has been removed]], essentially neutering the issue before the game released.
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None


* TheyChangedItSoItSucks: Certain changes has not been received well by some players:

to:

* TheyChangedItSoItSucks: Certain changes has have not been received well by some players:



* Some others have found it rather disappointing that loot bags don't display some sort of value upon being secure, making your total at the end of the heist a bit of a guessing game.

to:

* ** Some others have found it rather disappointing that loot bags don't display some sort of value upon being secure, making your total at the end of the heist a bit of a guessing game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Some others have found it rather disappointing that loot bags don't display some sort of value upon being secure, making your total at the end of the heist a bit of a guessing game.
Is there an issue? Send a MessageReason:
None


*** Distracting a guard by using a throwing knife with the Retriever skill will have him activate Search Mode if the player doesn't pick it up. If they pick the knife up while the guard has the radio symbol above his head, then the guard will return to his previous spot like nothing happened and stay in that spot for the remainder of the heist instead of patrolling. They won't bother to investigate any suspicious sounds either, leaving you free to do what you please around them so long as you're out of sight. Just make sure to remember to watch the Lead Guard, as he will unfreeze himself as you make progress in the heist.

to:

*** Distracting a guard by using a throwing knife with the Retriever skill will have him activate Search Mode if the player doesn't pick it up. If they pick the knife up while the guard has the radio symbol above his head, then the guard will return to his previous spot like nothing happened and stay in that spot for the remainder of the heist instead of patrolling. They won't bother to investigate any suspicious sounds either, leaving you free to do what you please around them so long as you're out of sight. Just make sure to remember to watch keep an eye out for the Lead Guard, as he will unfreeze himself as you make progress in the heist.
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added example from Syntax Error

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** Introduced alongside Syntax Error, the brand new Techie will hide in an out-of-the-way area and rapidly swarm you with drones once in position, shredding your armor until she's taken out. If you see your HUD begin glitching out, search for her ''immediately''.
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*** Just like in the previous game, players have to deal with the security guard monitoring the cameras in order to disable them. You can shoot him in the back of the head to permanently shut them off if you got a pager to spare...or you can just throw a suspicious bag in his line of sight and pick it up when he notices. If the security room is a private area instead of a secure area, you can also intentionally let him spot and escort you out. Due to an oversight, the cameras will permanently remain disabled even though the guard is alive, saving you a pager. While the bag effect was removed and the camera operator will turn the cameras back on after an escort after Patch 1.1.0, throwing knives with the retriever skill still achieves the same effect. Throw it in his line of sight, wait until the radio symbol pops up, then pick the knife up.

to:

*** Just like in the previous game, players have to deal with the security guard monitoring the cameras in order to disable them. You can shoot him in the back of the head to permanently shut them off if you got a pager to spare...or you can just throw a suspicious bag in his line of sight and pick it up when he notices. If the security room is a private area instead of a secure area, you can also intentionally let him spot and escort you out. Due to an oversight, the cameras will permanently remain disabled even though the guard is alive, saving you a pager. While the bag effect was removed and the camera operator will turn the cameras back on after an escort after Patch 1.1.0, throwing knives with the retriever Retriever skill still achieves the same effect. Throw it in his line of sight, wait until the radio symbol pops up, then pick the knife up.

Added: 2092

Changed: 2309

Removed: 2981

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Just tested a few of these. Editing the entries to be a little less messy.


* GoodBadBugs:

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* GoodBadBugs: It's generally safe to assume that any unintended aspects that players exploit will be quickly fixed in a patch or two. The following bugs were patched out:



** Just like in the previous game, players have to deal with the security guard monitoring the cameras in order to disable them. You can shoot him in the back of the head to permanently shut them off if you got a pager to spare...or you can just throw a suspicious bag in his line of sight and pick it up when he notices. If the security room is a private area instead of a secure area, you can also intentionally let him spot and escort you out. Due to an oversight, the cameras will permanently remain disabled even though the guard is alive, saving you a pager. In the second patch, the bag effect was removed and the camera operator will turn the cameras back on after he returns from escorting a player.



** ''99 Boxes'' had two which were patched in the game's first update:
*** After you complete the heist in stealth, you are prompted to escape like usual. However, on this specific heist, constantly going in and out of the escape point would keep adding more EXP to your weapons. Doing it for long enough will gain you enough EXP for max level in one heist, significantly cutting down on the grind.
*** The security room in ''99 Boxes'' is behind a door that requires a keycard from one of the guards who spawn in the crate yards... At least, that was the intention. In reality the door wasn't locked at all, letting you take out the camera operator before entering the storage yard..
** The game launched with a few stealth-related bugs which were fixed in Patch 2:
*** On Very Hard or [[HarderThanHard Overkill]], the [[EliteMook Lead Guard]] is your biggest threat during stealth and can't simply be killed. If a player does so, his pager will endlessly activate around every minute, putting them on a time limit for the rest of stealth...unless they had the ''Cover-Up'' skill that instantly answers a pager when they do a takedown. When the Lead Guard is taken down via takedown with this skill, his pager will only activate once like the other guards.
*** Distracting a guard by using a throwing knife with the Retriever skill will have him activate Search Mode if the player doesn't pick it up. If they pick the knife up while the guard has the radio symbol above his head, then the guard will return to his previous spot like nothing happened and stay in that spot for the remainder of the heist instead of patrolling. They won't bother to investigate any suspicious sounds either, leaving you free to do what you please around them so long as you're out of sight.
*** After leading a guard to a secluded area by distracting him, try hacking his radio and hitting or sprinting into him while you're masked up, then get out of sight. For some reason, doing this will freeze the guard in place for the remainder of the heist despite being "alerted." Unlike the above bug, he won't move back to his previous patrol spot and, depending on where he's frozen at, you won't have to worry about him for the rest of the heist. Just don't let him see you or he'll become unfrozen. This only works temporarily on the Lead Guard, as he will eventually become unstuck as you make progress in the heist, but you can simply use the ''Cover-Up'' exploit to permanently dispose of him that way.
** When caught in a private area, the guard will escort you back to a public area. If you try to leave the circle, the guard will stop in his tracks, warn you to keep following him, and will attempt to detain you if you ignore him after five seconds. This timer resets when you re-enters the circle and since you can do this as much as you like, [[ArtificialStupidity you can lead the guard away from your fellow heisters for much longer than intended and even leave him stuck in a loop at the end of the escort]] by simply walking in and out of the circle.

to:

** ''99 Boxes'' had two which were patched in the game's first update:
***
After you complete the heist in stealth, you are prompted to escape like usual. However, on this specific heist, constantly going in and out of the escape point would keep adding more EXP to your weapons. Doing it for long enough will gain you enough EXP for max level in one heist, significantly cutting down on the grind.
*** ** The security room in ''99 Boxes'' is behind a door that requires a keycard from one of the guards who spawn in the crate yards... At least, that was the intention. In reality the door wasn't locked at all, letting you take out the camera operator before entering the storage yard..
** The game launched with a few stealth-related bugs which were fixed in Patch 2:
***
On Very Hard or [[HarderThanHard Overkill]], the [[EliteMook Lead Guard]] is your biggest threat during stealth and can't simply be killed. If a player does so, his pager will endlessly activate around every minute, putting them on a time limit for the rest of stealth...unless they had the ''Cover-Up'' skill that instantly answers a pager when they do a takedown. When the Lead Guard is taken down via takedown with this skill, his pager will only activate once like the other guards.
*** Distracting a guard by using a throwing knife with the Retriever skill will have him activate Search Mode if the player doesn't pick it up. If they pick the knife up while the guard has the radio symbol above his head, then the guard will return to his previous spot like nothing happened and stay in that spot for the remainder of the heist instead of patrolling. They won't bother to investigate any suspicious sounds either, leaving you free to do what you please around them so long as you're out of sight.
***
** After leading a guard to a secluded area by distracting him, try hacking his radio and hitting or sprinting into him while you're masked up, then get out of sight. For some reason, doing this will freeze the guard in place for the remainder of the heist despite being "alerted." Unlike the above bug, he He won't move back to his previous patrol spot and, depending on where he's frozen at, you won't have to worry about him for the rest of the heist. Just don't let him see you or he'll become unfrozen. This only works temporarily on the Lead Guard, as he will eventually become unstuck as you make progress in the heist, but you can simply use the ''Cover-Up'' exploit to permanently dispose of him that way.
** When caught in a private area, the guard will escort you back to a public area. If you try to leave the circle, the guard will stop in his tracks, warn you to keep following him, and will attempt to detain you if you ignore him after five seconds. This timer resets when you re-enters the circle and since you can do this as much as you like, [[ArtificialStupidity you can lead the guard away from your fellow heisters for much longer than intended and even leave him stuck in a loop at the end of the escort]] by simply walking in and out of the circle.
way.


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** The following is currently unpatched as of V1.1.0:
*** Distracting a guard by using a throwing knife with the Retriever skill will have him activate Search Mode if the player doesn't pick it up. If they pick the knife up while the guard has the radio symbol above his head, then the guard will return to his previous spot like nothing happened and stay in that spot for the remainder of the heist instead of patrolling. They won't bother to investigate any suspicious sounds either, leaving you free to do what you please around them so long as you're out of sight. Just make sure to remember to watch the Lead Guard, as he will unfreeze himself as you make progress in the heist.
*** Just like in the previous game, players have to deal with the security guard monitoring the cameras in order to disable them. You can shoot him in the back of the head to permanently shut them off if you got a pager to spare...or you can just throw a suspicious bag in his line of sight and pick it up when he notices. If the security room is a private area instead of a secure area, you can also intentionally let him spot and escort you out. Due to an oversight, the cameras will permanently remain disabled even though the guard is alive, saving you a pager. While the bag effect was removed and the camera operator will turn the cameras back on after an escort after Patch 1.1.0, throwing knives with the retriever skill still achieves the same effect. Throw it in his line of sight, wait until the radio symbol pops up, then pick the knife up.
*** When caught in a private area, the guard will escort you back to a public area. If you try to leave the circle, the guard will stop in his tracks, warn you to keep following him, and will attempt to detain you if you ignore him after five seconds. This timer resets when you re-enters the circle and since you can do this as much as you like, [[ArtificialStupidity you can lead the guard away from your fellow heisters for much longer than intended and even leave him stuck in a loop at the end of the escort]] by simply walking in and out of the circle.

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