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  1. The whole purpose of the game is Jason vs. Counselors. Slasher Jasons are still playing the game as intended, just with a style some don't like. Counselors teaming with Jason goes against the whole principle of the game.
  2. So again, people fall back on the "Let's not eliminate the thing that always happens, because of that one thing that almost never happens" argument. You also conveniently ignored the part in my post where I specifically said that there should be a variation in the penalty since it should NOT apply to people driving the car?
  3. It's at the point where as soon as I see people doing the glitch, I just quit the game and try to find an actual competitive game lobby. It's not worth it to spend 10 minutes or more staring at people on the roof. Can't wait for the report feature.
  4. I've only personally saw it happen legitimately once (I was spectating at that point, can't take credit for the kill myself) - Tommy and Jenny lured Jason (Part 2) into the shack, then basically cornered him in the back and tried to double team him with melee attacks. Another dead player was spectating with me, and he's like "What are they doing?", I told him "Looks like they're trying to kill Jason". He hadn't seen one either, I guess. Luckily, they had multiple pocket knives and healing sprays between them, and they got the job done. I was also pleasantly surprised that even eliminated players like me got XP for the Jason kill. I also saw a near-miss recently - Tommy and a female counselor in a cabin, mask is off, they stun Jason with the sweater, and he's on his knees, but...Tommy has no weapon left. He desperately runs around the cabin looking for a machete to grab, but by the time he grabs a wrench (which I don't believe would have worked anyway), Jason has recovered and the sweater is used up by that point, so they blew their chance, lol. I hope I'm involved in a Jason kill myself someday.
  5. I've played hundreds of games, and I'm at level 50, and I've found one - exactly one, lol.
  6. I've played hundreds of games, and NEVER had that scenario happen to me, or observe it happen to anybody else in spectate mode. Not even once. But I've seen intentional TK dozens and dozens of times, if not hundreds. If the cost of eliminating a bad thing that happens all the time is a small problem that happens 1 out of a million times, I'll take that chance.
  7. With striking, I'd make any penalties have to be on multiple offenses - you accidentally hit another counselor with a machete once=no penalty. You strike another counselor 5 different times in the same game=character death. If you strike another player that many times within 20 minutes, you're either being far too reckless with your attacks, or it's intentional. Either way, you should get penalized at that point.
  8. Pretty much - a different type of glitch, but one nonetheless. Put it this way - what else in the game has negative XP attached to it? They wouldn't be discouraging doing it if it was something they intended from the start to be "just part of the game".
  9. You were originally able to levitate into the rafters in Packanack - it was "in the game", but clearly not what the developer had intended. An oversight in how the weapons were designed.
  10. There really isn't a defense/reason for TK - it was never an aspect of any of the movies, and doesn't seem to be something the devs intentionally wanted to be a factor in the game, so it should be eliminated. There really is no upside.
  11. One solution is to give Jason the ability to get either in front or behind a stopped/disabled car and move it forward or back. That way he could move it away from the door and get at the counselors. However, it should only be possible after that car as already been fixed and started, since we wouldn't want Jason to be able to just roll the car into the woods at the start of the game and make escape much harder.
  12. One way to drastically cut down on TK is to make betrayal a "death penalty" offense - that is, you kill another counselor, your character immediately dies too and is out of the game. You'd still have the psychopaths that would still kill the first other player they found, but they'd be one-and-done, and it would prevent them from being an epidemic throughout the entire game. You might have to have some sort of variation for somebody who ran over another counselor with the car, since it would punish innocent passengers if the driver suddenly died and the escape was cut off, but I like the general idea of betrayal causing immediate elimination of that character.
  13. As long as it's random, I think it all evens out over time. I've had games where I found the fuse in the same cabin the phone box is at, and I've had games where the gas, battery, and keys all showed up in cabins right near the car - in those cases, the spawning locations favored the counselors. In this above scenario, the spawning would favor the Jason. And there's a lot of various spawning scenarios throughout the spectrum on either side. I see it is creating a varying degree of difficulty from game to game - in some harder games the odds stack in Jason's favor, and some games you have an easier time if you're a counselor. I like the variety.
  14. People need to spend more time getting good at actually PLAYING the game, and less time trying to find gimmicks to exploit. If somebody can get the car started and moving, why not, you know - just try to escape and win? "Hey, let me drive over to the barn entrance, get out of the car, climb in a window, and stand around for the next 8 minutes until the clock runs out!" doesn't exactly sound like fun.
  15. This drifts into another topic with regards to TK, but I think it could be applied to quitting as well - make all punishments cumulative, with harsher penalties being dished out to people committing multiple violations within a short period of time. First offense = minor penalty, and if you don't commit the same offense for X number of games, the offense is "cleared from your record" Second offense = bigger penalty, plus if you've committed the same offense within X number of minutes/games, the penalty is even harsher. And obviously, things escalate at the same rate. So bottom line: A player who quits one game a week, or accidentally shot one fellow counselor gets little to no serious penalty, but the guy who quits every time he's not Jason, or goes and kills 3-4 fellow counselors every game gets the most serious penalty.