

They were: Dominator and Joker allowed you to force a guard to handcuff themselves while Joker made the guard your AI partner. The easier levels always featured less than four guards, allowing a basic team to get by.īut harder levels featured five or more, requiring additional perks. With the right perk, the team as a whole could answer four pagers before the operator grew wise and sounded the alarm. When a guard was killed they would set off a pager alert, requiring the player to answer it before time runs out. With the majority of the skills needed for stealth in the ghost skill tree. Originally stealth worked almost as a mini game: Challenging you to remove the guard threat in the level without setting off an alarm.

To understand how Payday 2 has changed, we first need to talk about the original system or how it was up until the last two updates. And for Payday 2, the definition has fluctuated for better and for worse since the release. The problem is that the concept of stealth is different depending on the designer and fan in question. And depending on who you talk to, could have gotten better or worse over time. Stealth game design has evolved considerably from the days of Metal Gear Solid, Thief and Splinter Cell.
