@VenomThor2 @AverageGamer_15@PAYDAYGame They're not saying this is the only thing in the next update, they're simply saying this is a thing in the next update. They've stated that their aim is an update every 4-6 weeks, there was one last week so we still have 3-5 weeks of things to reveal.
@VenomThor2 @AverageGamer_15@PAYDAYGame You vastly underestimate effort it takes to do these seemingly simple things. It's not just "do code", it's making the model, adding the effects, adding the zap animation, creating the SFX, and that's just the assets not even getting it to function.
@TheKknowley It's worth separating the difference between design decisions for stealth and loud. For each questionable in loud, stealth has had improvements.
In that stealth -> loud transition style, time is the way to balance it so that weaker combat builds can finish a partial heist.
We're now at 20 Episodes of #LethalCompany out on the channel and here's a short of what to expect in tomorrows video: https://t.co/Q9gNeCBGl1
#short#youtube#twitchedits
@Juancho28404@almirlisto Because its probably in the game for internal testing reasons, or they found too many issues to be comfortable launching it, or they were planning it and it wasn't considered to be ready, or like you said, you need servers for progress so they would complain about that instead
@Juancho28404@almirlisto There are also other reasons, such as it increases development time as you effectively have an online version of every heist and then an offline one, while they will mostly share the same things, you're increasing the likelihood of bugs. Which take longer to patch because client.
@RylandRooo@PAYDAYGame It was probably something more along the lines of:
"If we have dedicated servers, we can prevent cheating, have easier cross platform parity and put less strain on player systems"
Perhaps Offline is already in the roadmap, was just not a launch priority. Which sucks though.
@Morguerothe@PAYDAYGame Yeah, what would probably be ideal is if they could limit the number of people able to actively logged in, then slowly increase that over time instead. It would suck for those that lose the login lottery, but those in should face less issues. Then you find the breaking point.
@Morguerothe@PAYDAYGame On the contrary, The more players, the more data you have about issues, the higher chance of finding edge cases, maybe the issue only occurs at a certain limit, so taking it down hides the issues. Lots of variables, no right choice. Tough job for them.