wes

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wes last won the day on April 15

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About wes

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  • Birthday 07/29/1979

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  1. Hey, Campers! We got our benchmark test results back. We tried to run as many "popular" configurations as possible. Hopefully, with this chart you can identify if your rig can run F13, and what FPS you can expect. These results were based on a using the "low" and "medium-high" settings in the graphics section of the menu.
  2. Hey, campers! Below you will find screenshots for each Jason. These shots were taking from the "select your Jason" section of the game. I'm posting these because I thought you guys might like to see the pros/cons for each Jason. We gave each Jason a strength and a weakness to help bring some gameplay variety to each Jason. Let me give some definitions to the strengths and weaknesses now, as I'm sure you'll have some questions that the images alone can't answer. J2 Strengths Can Run - Pretty self-explanatory. Traps - This Jason starts with more traps than others. Right now, that number is 6. Morph - Faster cooldown, so he can morph more frequently than other Jasons. J2 Weaknesses Shift - Slower cooldown on this ability. Defense - This Jason has lower HP and lower chance to successfully block attacks. Waterspeed - This Jason is very slow in the water. J3 Strengths Can Run - Same speed as J2 Weapon Strength - This Jason can deal more damage with his weapon against counselors. Grip Strength - It's harder to "wiggle" out of this Jason's grasp, once he grabs you. J3 Weaknesses Stun Resistance - This Jason gets stunned more frequently than others. Sense - Once sense is activated, it doesn't last very long for this Jason. Stalk - Similiar to "sense" in that it doesn't last as long. J6 Strengths Throwing Knives - This Jason starts with 4 knives. Other Jasons have to find them during a match. Sense - This Jason's sense lasts longer once activated. Shift - Faster cooldown on this ability. J6 Weaknesses Defense - This Jason has lower HP and lower chance to successfully block attacks. Can't Run - Has a "fast walk" but can't run like J2 and J3. Morph - The cooldown for using this ability takes longer, so this Jason can't Morph as often during a match. J7 Strengths Sense - Faster cooldown with this ability. Water Speed - Very fast in water, slightly faster that the boat. Grip Strength - It's harder to "wiggle" out of this Jason's grasp, once he grabs you. J7 Weaknesses Can't Run - Can fast walk, but can't run like J2 and J3. Traps - This Jason only has 2 traps to use. Shift - Slower cooldown on this ability. J8 Strengths Water Speed - Very fast in water, slightly faster that the boat. Destruction - Reduced amount of hits required to break doors/walls. Stalk - This Jason can remain in "Stalk" longer than others. J8 Weaknesses Sense - Once sense is activated, it doesn't last very long for this Jason. Can't Run - Can fast walk, but can't run like J2 and J3. Grip Strength - Counselors can break free from this Jason's grasp faster than others. J9 Strengths Shift - Faster cooldown on this ability. Stun Resistance - The chance this Jason will be stunned will be lower. Stalk - This Jason can remain in "Stalk" longer than others. J9 Weaknesses Can't Run - Can fast walk, but can't run like J2 and J3. Less Hit Points - This Jason has lower HP than other Jasons. Traps - This Jason only has 2 traps to use. Savini Jason Strengths Shift - Faster cooldown on this ability. Weapon Strength - This Jason can deal more damage with his weapon against counselors. Destruction - Reduced amount of hits required to break doors/walls. Savini Jason Weaknesses Water Speed - This Jason is very slow in the water. Can't Run - Can fast walk, but can't run like J2 and J3. Grip Strength - Counselors can break free from this Jason's grasp faster than others.
  3. You can still throw knives and hit people on the other side of a fence, just have to clear the top of it. Can't throw it and split between two rungs, if you follow me.
  4. There are broken bits that hit the ground and then vanish after roughly 5 seconds. This, again, for performance reasons.
  5. Yes that's precisely correct. The fence only breaks in between the fence posts. Posts are built from the steel used to make the T-1000. We can't make the entire fence asset break (posts, rungs, etc) because that would be too taxing (big frame dips). So we have to pick and choose. -W
  6. Hey, Campers! For about two months now we've had breakable fences in the build. Thought you guys might like to learn more about them. Let's dive head first into fences...wait...shit, you know what I mean. Only Jason can break fences. Meaning a counselor can't break them down with a weapon. Currently, the car can not break the fence either, which is weird and we're looking into that. We may patch that in later, but as for launch, only Jason can break them. All Jason's can break fences with one free melee swing. Only one swing is required, but remember; the swing animation time isn't instant. Meaning if you are chasing a counselor and they try to use a breakable fence to keep the two of you apart, you still have to swing, break and then recover from said swing. It's not like you can run towards fence, swing, break and keep running. INTACT FENCE FENCE AFTER JASON LOVE TAP Not every fence in the game is breakable. If the fence is tall, say roughly shoulder height, it can not be broken. However, the smaller, knee/waist high fences can be. We can't make every fence breakable due to performance (physics). But we felt some of them should be to help thwart looping behavior. Of course, a good knife throw seems to fix that right up. Lastly, as it is currently RAGE Jason can't "rage" through fences like he does doors. This is because those are two separate systems (doors vs fences). We would have to put HUD elements (interact prompt) on all fences to inform the player they can rage through it. You know, like doors have. This would junk up the world with too many icons. Could we allow Jason to RAGE through them without a prompt and just let the player "discover" this feature? Yeah, but it's not ideal. We've also discussed allowing RAGE Jason to simply walk through them, without a prompt. If you are pressing "W" or pressing forward on the thumbstick, he just beast-modes through the fence as if it weren't even there. That might be pretty cool. Who am I kidding, that is fucking cool! But we're going to hold off on that until post-launch. Let you guys drive Jason around, see what feels right. Looking forward to seeing you guys at Crystal Lake very soon. -W
  7. No, not at all. We listen to our community. Doesn't mean we implement everything that is suggested, not by any means. But if there is a good point made, and we agree internally, we're going to make that change. Isn't that what this communication and community is supposed to be? Maybe I'm missing something...
  8. There were a few comments on Adam's intelligence stat in the previous "counselor stats" post. One of which pointed out that Adam is the type of guy that works on cars and is good with his hands, therefore his intelligence stat should be higher than 4. We agree. We robbed a couple points off of other categories and bumped his INT up to 6/10. It was a good idea, and gives more credibility and backstory to this character. Good catch F13 Army! -W
  9. Also, important to note. ALL STAMINA was tweaked. This accounts for total stamina pool and stamina regen. Everyone got a slight bump to stamina regen. So just because you see Deb at 3/10 and say Vanessa at 9/10, don't get too bent out of shape. Deborah regens pretty damn quickly. Vanessa, not so much. So there are two characteristics relevant to stamina to consider. Once you get in and start playing, you'll see/feel what I'm talking about. But as is, we feel it gives good differentiation between the counselors, without making one character super OP, while others not so much. -W
  10. Yeah I know....L33T CP haxors...One of the perks of game development.
  11. Hey campers! Thought I would take a moment and share the stat screens for counselors. There still may be some minor tweaks to these stats leading right up to launch, but this list is pretty dang close to what you'll experience when we launch. Bonus: You'll find some clothing options and perks on these screens too. Enjoy! -W
  12. It sounds simple in theory, but throwing something into the trap..then have trap slam shut, and then break whatever you threw in it (stick, piece of wood, bat, etc) has a lot of potential bugs associated with it. The biggest being physics. My body hurts when I think of all the unpredictable, crazy physics bugs that would occur from that. -W
  13. The tree branch is a weapon just like a baseball bat, 2x4, etc. You can hit Jason with it. If a player decides to not pick it up and use, that's on them. But to your point, it's not a useless item in the game. Additionally, using the tree branch to disarm a trap would not save us "the hassle of making shit loads of animation." Both require new assets, animations, and camera work. -W
  14. Fans are family. We treat you guys with love and respect. And you guys return the favor. That's how it should be. -W
  15. Hey Campers, Love seeing all the passion and feedback you guys are providing us. Hits us right in the feels to see you guys in here, banging away ideas, sharing thoughts and having open discussions about the game. Very cool! So let's talk about disarming Jason traps. We already have a "paper design" for disarming traps, and have for some time. We already had a pretty good idea that this feature would need a counter, but we wanted to see what you guys thought. Another factor was time and certification. We knew we wanted traps even before the beta, but you put everything up on the whiteboard, and then start crossing stuff off due to time. Post-beta we went back to that board and started circling things we crossed off because we knew we had the time between beta ending and launch. But disarming traps was going to be tricky and some of the other features we wanted (better flare guns, firecrackers, etc) needed some additional TLC to get done. The last thing we wanted to do was put certification at risk. And sticking in a new feature during certification is a major no-no. What's the design we have? Great question, glad I asked it. Counselors will be able to disarm Jason traps, but there's a catch. To disarm a trap, the counselor must be crouched and very, very close to the trap. If standing, walking, jogging, or running, the interact prompt will not appear. Thus, SNAP > Ouchy. But wait, there's more! Once crouched and near trap, you must have a pocketknife in your inventory to disarm the trap. This gives the pocketknife more than one use, pretty neat. Ready for the fiendish, difficult decision part of this? (muahahaha) As you are crouched, with the pocketknife in your inventory, and the "disarm" prompt appears, you select it. Your counselor starts working on the trap. As they work on the trap you see the trap slowly start closing. It's not a quick snap shut. It's slow, as if your knife is turning a screw, thus loosening the tension of the trap. Just as the trap is nearly closed (disarmed) you hear a light "SNAP" sound. What happened? Your pocketknife blade just broke, making it useless. Your knife disappears from your inventory...no more get out of Jason jail free card. Decisions, decisions. Do I step on the trap? Do I move on and let someone else deal with it? Do I disarm it and burn my knife? Tough call. But we're not done yet. There are also perks that we did not discuss. Perks that might lessen the chance that the trap will go off when you step on it. Or perhaps the trap will still snap on you, but there's a chance Jason won't be alerted. These are just a few ideas that we feel are great additions to this feature. We could also tie the pocketknife breaking to a game of chance, perhaps linked directly to the luck stat. There's a lot of directions we could go with this. Here's the thing. I don't want to make a promise I can't keep, but we're going to do our best to get this design implemented, and submitted as a day one patch. Again, I can't promise it because it requires art, animation, and engineering, and the latter two are up to their ears with certification at the moment. We already predicted that when we announced Jason traps, that this would be a hot topic of discussion. We have a plan in place, I just want to remain transparent and keep our promises. Thanks again guys for all the passion. Can't wait to see each of you at Crystal Lake. -W