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Spy 2.0 Preview


[DE]Whirrrrr
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-snip-

 

hey Whirrrr, do you think it would be possible to use something similar to Rescue/Spy 2.0 for a hallway, aka a ckeckpoint. This would be useful to encourage the use of stealth on regular missions, and remind people that ninja's play free.

 

spy 2.0 seems top notch, but no hype from me, as I will not be able to play it soon.

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This is certainly neat idea and I hope it works, however this will be impossible in a pug.

 

So basically, better have loki.

 

Anyways...rewards better be really really good compared to endless, kill everything in sight game play WF is designed around which is also the best, fastest, and most efficient way of doing things atm. Spending all this time sneaking about is time consuming and difficult to pull off unless you use a loki modded for stealth so the rewards best match that...

Edited by fizbit
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Spy 2.0 sounds pretty awesome, encourages stealth a lot while not really punishing non-absolute stealth, and mindlessly plowing your way throug hit wouldn't work and that's good, we need more gaemn modes thta require one ot use their brains.

 

now while it all sounds pretty good, some have already pointed out the rewards may still be too little for people to really want ot play the mode, os i had an idea.

 

how about, considering we're extracting data from enemy bases, along with whatever rewards we get from it, compleating a spy 2.0 mission compleatly fills one unfinished codex entry from the same faction as the mission?(aka, you hack grineer consoles you get grineer data, you hack consoles on the derelicts/eris you get infested data), it'd require having hacked more than one data-vault of course, not sure if all of them but more than one.

 

also note that i don't mean just enemy data, things like containers, consoles, and others would also be elligible for filling so long as they are related to the mission's faction and/or tileset (for example: plant and wild kubrow data from earth spy missions, heat generator data from europa missions, etc...)

 

i'm not sure that'd be enough to make ppl play the game mode , but if anything it'd make sense.

 

EDIT: extra idea rewards could work this way:

 

1 data vault hacked: mission is not failed

 

2 data vaults hacked: 1 unfinished codex entry of the apropiate faction is filled

 

3 data vaults hacked: get a blueprint for some special piece of gear related to the mission's faction, this could include some weapons, but also special gear items that have special effects in battle, maybe things that let you deploy latchers like a seeker, or cages similar to the ones the g3 use.

Edited by phazefox
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  • You gain XP from extracting data, it scales with difficulty and there’s a 3x multiplier for extractions with no alarms.  This is somewhat experimental, some other gamemodes give XP for completing objectives but it’s usually a small amount which doesn’t scale.

 

The xp is never going to be rewarding enough for the players to feel/like playing this again and again, either way, it doesn't matter.

It's data extraction, it's stealing info, its hacking, its all about information, so give us codex info as rewards, for all of us players who completely ignore the codex/scanning features, and cause you lied saying the codex will be place for info and would replace the wiki.

 

Also, the game doesn't have good stealth mechanics yet, it will be a little odd to play with those.

In rescues 2.0 most of the times there is no stealth either, it's easier to nuke the place and go guns-blazing then playing with the feeble stealth mechanics existent.

Edited by 7grims
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PPS8J0s.png

 

Yes.Yes.Yes.Yes.YES.YES.YES!

 

The rise of Stealth is coming!Finally!! First time I really feel hype for this game!

 

I'd just suggest some quality of life things(since 2015 is the year of quality) that might be useful to go along with Spy 2.0 :

 

- Please add a tool to distract the enemy(equippable like the codex scanner,from the market for credits). Why? When you're not an invisible frame, and when the enemies get stuck together in a buggy loop, you are doomed to wait days before they restart a normal behaviour.

 

- Rescue 2.0 alternate paths are excellent. If we have the same different ways to complete the objective, then it would be the cherry on the cake.

 

- Please consider adding air finishers

 

- Please allow us to get rid of moa's silently. It currently is impossible.(even Rebecca said it when she showed a spy 2.0 work in progress)

 

- Please add some sort of stun to stealth finishers, there's nothing more frustrating than doing one but nope,the enemy just turn back for a split second & shoots, alerting everyone in the room.(this telepathy also is quite a problem)

 

Okay, where were we again?Ah yeah : GET HYPED...

OMG YUSH!!!!!

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It took nearly 2-3 months for players to start adjusting to Rescue 2.0 and for them to not just rush like pack of idiots and get the hostage killed (which  still happens by the way) so I expect round the same time frame for players to adjust to Spy 2.0 and not have it constantly fail. But still, wow now that's a nice overhaul of the spy missions I'm looking forward to it hopefully we'll get a bit of a teaser intro to it in the form of an event much like we did with Rescue 2.0 and the Specters of Liberty event. 

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While I am looking forward to this, the description did make it sound quite similar to Rescue 2.0 without having to actually escort the prisoner to extraction. But, your comment (below) did reassure me that this seems to be more puzzling than Rescue is (sweet!) - I just hope there's enough variation in the "puzzles" to keep us puzzled, truly challenging us to complete a mission without triggering alarms. :-P

I guess my only suggestion would be to keep Rescue 1.0 in the game somehow for a little variation - maybe adapt it to be us recovering some sort of ancient valuable relics, rather than simply "briefcases".

Excited to preview this!

 

Overall level design in Spy 2.0 has placed much more emphasis on creating varied challenges.

 

Vault tiles have a far looser definition than rescue tiles.  There is a space to separate the vault from the main level outside (a hack door or elevator), and a challenge area before reaching the console.  For example there's one which is parkour focused with wall runs and moving lasers, one which spawns a miniboss if the alarm is set off, a simple looped corridor with cameras and patrols around an inner secure area, a vault with conveyors... I won't spoil it all before release :)

 

Focus is mostly on automated security measures rather than patrolling enemies, unlike the use of wardens in rescue.  Vaults are much smaller and less open than rescue tiles.  Enemies are kept to a minimum, some vaults have no enemies at all.  Vaults can be cracked independently of one another (all three are available from the start), so as a team you can stick together or spread out to cover ground faster.

 

Having to stop, think, maneuver, time parkour, explore and avoid being seen is expected in many vault rooms.

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Oh, one more thing. A suggestion for rewarding the use of stealth in missions. Reward us for not killing guys, penalize us for killing guys. Of course the missions would have to be significantly difficult enough to make not having to kill a guy to complete the mission pretty tough, thereby truly encouraging exploration & experimentation.

(This on top of rewarding us for not setting off alarms of course.)

Maybe have instances where you have to kill a guy no matter what. Like, you think you've managed to sneak through the whole mission undetected, but they were on to you the whole time and send out a mini-boss at the last console, or something.

And, as said already, instances where lotus requires you to leave no one alive. (of course then rewarding us for the kills)

Edited by siboreas
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~snip~

 For example there's one which is parkour focused with wall runs and moving lasers, one which spawns a MINIBOSS if the alarm is set off, a simple looped corridor with cameras and patrols around an inner secure area, a vault with conveyors... I won't spoil it all before release :)

~snip

 

 

M...mm..minniboss!?!?

 

Are we going to see one of the player created bosses!?!? if not... ALL of them!!!

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yay, now i have another reason to switch up mu auras. 

 

I just started using loot detector for Syndicate missions, now i may have to have a enemy radar build soon.

 

I like this. Please give a good reward besided credits/xp.

 

i like that how i get specters from rescue missions. 

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Please make stealth finishers a KILL. Currently there is absolutely no benefit to performing one as enemies simply become alerted to your presence.

 

Making it a kill would go leaps and bounds further to promoting stealth play than reworking a single mission. Making stealth finishers a kill would promote stealth alternatives to the rest of the game as a whole and potentially even allow stealth play to become a highly beneficial thing even in endless modes.

 

Currently in Endless modes a stealth oriented build is completely useless. I would also suggest stealth be based on LOS so if enemies can't see you it should equate to the ability to perform stealth finishers.

 

It would be fantastic to be able to use Loki and Ash as stealth frames in t4 content without worrying that your melee will soon be so insignificant as to be useless.

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