ResolutionBlaze

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Everything posted by ResolutionBlaze

  1. ‚ÄčJpops move to Off Topic I made a woopsie. Post the music you're listening to or last listened to that's fresh on your mind. I've been in a Muse craze.
  2. So let's talk about faces. In particular, Jason's face. Jason has an amazing face.... in terms of detail and model. One thing that bothered me though, is that it is absolutely still. That's fine if you're going for, maybe, Part 9 Jason where the face is nothing more than a skull, but but for 2 and 3 it looks odd. I know Lip Sync is on the to do list, but before proceeding with that, I'd recommend a route to take before going through with that. Make Jason seem more alive.... or if not alive, more animated, especially in the facial region. Here I'll compile a short list of things that are small yet big steps to making him seem more animated and less still. These should especially be true for Human Jason. - Blinking and jaw moments, especially while idle. Seeing his face move in general would give anyone the willies. - Show pain. When stunned, have him close his eyes and grimace. Hell when he's shot in the head, have his eyes roll inward until he gets up. - Facial animations for actions and kills. When he's chasing someone, have him looks angry, excited, or egar. While he is killing, give him individual facial animations. Tightening teeth and face while he's gorging someone's eyes out. Gaping his mouth in anger or glee while he smashes their face into a wall. - Grunting. Less animated and more sound related though. This should be especially true for Human Jason. This was a short list but this is something I would love to see. What about you guys?
  3. Ben said they are working hard to balance fear so I may as well put my two cents in even though this has probably already been considered. I think there should be "composure" mini-games when you're hiding from Jason, just so Jason doesn't sit in the same room he knows you're hiding in until you start showing signs of fear. Similar to Dead By Daylight's "skill check" system. It's a quick little ten second mini-game that pops up every few moments that Jason is near, and depending on your survivor's composure skill depends on the frequency of these mini-games, the length of them, the end result of finishing successfully, the effect of failing, and so on. What I had in mind was that there is a circle that appears on screen and a smaller dot. You have to maintain this dot inside the circle for several moments by moving your mouse while the circle goes across the screen getting smaller and smaller (if you've played Jun-on The Grudge you know what I'm playing at). Each movement of the mouse is hyper sensitive and slides across the screen forcing you to keep calm and maintain it slowly. If the dot is outside of the circle for more than three seconds, you fail and your fear spikes. If you succeed, your fear dips down to very low and calm levels (depending on your composure skill of course; the lower the skill the less it effects you when winning and the more when losing, which is balanced by the amount of times the mini-game appears). Thoughts? Different mini-game ideas?
  4. We have some hopes for how counselors will spawn in... some ones talked about were: - having beers around a campfire - just spawning out alone - getting dressed after sex. Not much more has been said. Let's think up some here... + Getting dressed after a shower + Smoking a cigarette leaning against a tree + Reading a book (Bookish Girl) + Taking a jog (Athletic girl/jock or both) Guys think of some?
  5. I believe one or the Devs hinted on Twitter about both Jason X and Uber Jason.
  6. Dis. Dis. DISadvantaged. The Counselors are DISadvantaged.
  7. You realize you'd have to drop the weapon anyway to even do 90% of the actions involved with those parts, right?
  8. I'm not gonna go through pages of your toxic posts just because you're too lazy to explain context. Either deal with it and take a minute to type something up or this conversation is over.
  9. You should reread my post.
  10. Then what is your problem.
  11. Who said he needed a buff?
  12. What do you mean? Of course they do. All the time actually. When things are unnecessarily hard or difficult it becomes frustrating. And that's a legitimate problem that should be addressed. Slowing attacks does nothing to harm Jason significantly. So I don't see what your problem is.
  13. Eh... That would make the Counselors more disadvantaged than they already are. Right now Jason needs a look.
  14. ... Have you not been paying any attention?
  15. So it's not an improvement.... why? You refuse to give reasons on why changing or altering Jason would devastate the game. DbD is crap BECAUSE the balance is broken and they don't bother fixing anything.
  16. Ive sguested this many times on the forum; weapons should disable traps, and they should be easily disabled with little sacrifice. Weapons are abundent, semi-useful. They serve the role perfectly. If Jason puts a trap in an obvious location, and a counselor finds it, who is at fault? Jason. Because he didn't hide it well. Okay, so who pays for the fault? The Counselor apparently, for the cost of a pocket knife (rare and valuable) or health and alerting Jason, and this is especially true if they are spammed in front of an objective. That being your means of escape, that leaves Counselors at an unfair advantage more so than they already are. That's not fun. This trap idea was proposed a while ago and got much bad reception from the forum. These issues were predicted before the game even launched.
  17. Lotta people didn't like it because it made Jason seem a bit too supernatural across the board. I wouldn't mind if both were in it helps make it feel more natural.
  18. Yeah, anyone who says this game isn't fun or is bad is simply a Debbie Downer. There are a few ways to address or at least explain what they are saying though; - the goal seems to be to escape. That's obvious. The problem is that goal is very difficult to achieve. The goal is binary; you either escape or you don't. That can be frustrsting. Instead the goal should be to get as close to escaping as possible, not just escape in general. I'm not sure how you can get someone to see that but it just makes sense to change the additude toward escaping from a binary win/lose to a "how close can I get to escaping"? This is somewhat reflected in XP but it's not the additude toward the game. - From what I have seen, dying early is a big problem, because spawns are predictable. This game shouldn't have people dying early, because that's not fun for anyone, nor is it fun to sit and watch a match play out just so you can get XP. All in all, the game has major flaws. No doubt, I didn't expect a perfect game at launch by any means at all. Nor do I think anyone should have such an expectation. At the same time, the core is very solid. It just needs a lotta love.
  19. I'd like it as a trait or perk, that's about it. But even then everyone would just equip that perk and they'd be rewarded for essentially nothing. That inflates the value of EXP and turn the game into a grind fest rather than into the goal of escape. Helping friends becomes compelled rather than a choice. Otherwise I don't think we should regard this as a team game. It's not, necessarily. I'd like a counselor to have as much of a chance to escape alone than in a group but that won't happen, because Jason's sense is so damn strong. I would weaken the sensitivity of sense. Force Jason to rely more on sound rather than fear. Because currently fear is absurdly powerful, because it detects exact locations and you are tired out giving no chance for escape or at least any good moments. As soon as Jason has you and chases you, he has you, especially with the dame "Shift + Grab" combo.
  20. I'm not sure why people who don't want to play as Jason are being selected to play as Jason. That makes zero sense to me. If they select a counselor preference then why not remove their ability to be Jason, and just give that % chance to those who have no preference or Jason preference? That's what I thought they were gonna go for. That would make sense.
  21. Yes, how dare people suggest changes that may improve the game.
  22. The effect was there for the Global Reveal, before the VHS was in. They used that as a placeholder. Not sure why they took it out or didn't just have both.
  23. It's not shocking for a game to experience server issues at launch; most companies experience problems with servers at this time. Calm down.
  24. I'm not sure why anyone thought it was a bright idea to make traps only disarmable by pocket knives. They are too valuable to give up and too rare to be viable, and it punishes the survivors for lazy trap placement rather than Jason. Instead, weapons should be used to disarm traps, as they are abundant yet semi-useful, but the concequnce harms Jason more than the counselor. If you are crouching and have a weapon, you can stick the weapon in the trap, which sets it off but breaks the weapon. Pocket Knives can disarm them silently, and depending on your luck, there is a chance you can keep the pocket knife after use. Traps should be something you strategize with. The Trapper in Dead By Daylight is forced to do this because the survivors can disarm them with their hand. This punishes the Trapper more than the Survivor so the Trapper naturally has to put them down better to reap more beneficial reward. This makes gameplay fun for everyone, and lessens trapping objectives because they are more easily disarmed and thus it hurts Jason to make it so obvious. The less Meta for this game the better off we are.
  25. Funny; those are where most people spawn. Which is another problem in itself. The spawns are predictable. Jason can get on your tail easily.