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Found 41 results

  1. So tonight, we formed a sick new rap group in Higgins House. We call ourselves, Higgins Homies. HangInThere recorded our first sensation, as well as including a sick 6 minute intro. Watch it, and realize that our Discord server has the sickest rap group of all time.
  2. Figured we could make this little thread to toss out our own ideas for future Jason kills. Who knows, maybe some of us are just as twisted in mind as the Great Savini. I'll get the ball rolling. Jason 6 Kills Impaling: Inspired by the notorious Vlad the Impaler, this kill involves Jason hitting a councilor so they have their back to him. He then uses the pike to perform the world's most painful rectal breach, shoving it all the way up out their mouth, and then puts the person ka-bob in the ground, leaving it there gurgling the rest of the match. Impaling 2 Jason sticks the pike in the ground point end to the sky, does that gorilla press on a councilor and slams them on the pike, leaving them stuck there impaled. Alternatively, he can do the same thing as above but in reverse, or simply spike them chin first into the pike, letting them slowly slide down. Axe Kills The Heimlich Maneuver: This can be performed with any axe. Jason flips the wood end around and shoves it right down a councilor's throat. The axe blade is left hanging out the mouth as they sit there on there knees. As Jason starts to walk off, he stops, turns, and Mongo smacks the axe head, splitting the head. I know, I'm a sick guy. Feel free to add you're own.
  3. Hello everyone. I was viewing the official Friday The 13th: The Game website and I've noticed something that made me think a while. In a description, it says in the "Play as Jason Voorhees" part that there will be two entirely different Jasons that we never have seen before. Now I am aware that the text is pretty old, and there is only one new Jason (the awesome Savini one) but I thought it was quite interesting.
  4. We already have parts 2, 3, 6, 7, 8 and 9 (plus one original by Tom Savini), but I invite you to vote for what other killers would like to have in the future game as DLC. I know that FVJ Jason and the remake are not on the licenses, but I've put them to know how many of you would like to see those two too. Also, tell the reason why you chose that option, what weapons they would like them to have and how they would work their skills in the game, etc. Hopefully, once the game is released, keep filling it with more content and making it grow more and more.
  5. If Uber Jason is added in a future DLC is he going to be as vulnerable as the other Jason's? Bullets don't affect him as seen in the movie, and melee attacks just bounce off his armor. He also has a lot more strength than the other Jason's. If he was added would he just be even more overpowered than the others. If Uber Jason was added into the game and is movie accurate you wouldn't even be able to fight back. How would you balance this?
  6. So while the final release wont have Ted White rendition of Jason,wich probably be added after the game release,i tought it would be nice to make a topic where i could put some videos of artisans works on Part 4 Jason,weither it's a head/face bust,or a life size model or the hockey mask. Like that,the one working on the in-game models will have a bit more details and refferences if he ever start working on a in-game model of Part 4 Jason. sirbrad4 as made multiples life sized horror films characters,especially the different versions of Jason.As for the model in the video the only thing it is lacking is the knife wound on the right leg and the rough blackish nails on the fingers,everything else not bad at all. Here's a good head bust showing a good close up of the head+face,only thing is that the derpy right eye seem a bit too upward. Big Hush is a great artisan and his various hockey mask look quite nice,i consider watching his tutorials videos,now one thing that i've noticed when i watched different videos about someone making a part 4 mask or someone buying a part 4 mask made by an artisan is that the most used version of the mask is the one from the shower scene,with the upper chevron half damaged and the right chevron slightly damaged on it's bottom part,most artisan use that model of the mask,so it would be a good suggestion to go with that version of the hockey mask for the in-game model. So what's your toughts on those,guys ?
  7. I know a few of you guys watch WWE, but I was wondering if you've checked out Lucha Underground yet? Seasons 1 & 2 are on Netflix right now, but that's not what this little post is about. One of the wrestlers is called the Monster Matanza, and I can't quite place my finger on it, but his gimmick seems to draw inspirations from a certain hockey mask wearing killer whose name eludes me at the moment.
  8. So i've noticed a few peoples saying that it might be difficult to create new and unique designs for Jason,but i on the other hand dont think so,it is still possible to think up some designs for Jason that would be new,unique and interesting,so i decided to make this topic so we could share our toughts on some concepts that linger in our minds and give opinions on them. I know that it might be a bit too soon to talk about this since the game isnt out yet,but i want to prove to some of these peoples that originality is still a possibility,heck even Tom Savini new design as some unique traits to it,even if peoples have mixed feelings about it,like the spike on the shoulder or the charcoal black color of the whole model or the fire/lava thing going on with the eyes,mouth and wounds. So here's a few concepts i would like to share with you guys......... -Savage Jason (Human) : You guys remember that scene in part 2 when the characters are around the campfire and Paul start telling the legend of Jason,then Ted show up wearing furs,a mask and a tribal spear,well what if that concept had actually been used,an alternate look for Jason wich instead of wearing farmer clothes and a sack,he would be wearing clothes made of animal furs,have long and messy hairs,scars on his body and a mask made either of wood or animal head/skin,this look would perfectly fit the whole living in the woods for years as some kind of savage person. -Winter Jason (Human) : I remember reading somewhere on internet that one of the concept for the sequel of the 2009 Remake was supposed to be set during winter,the idea of having Jason in a snowy Crystal Lake would definitely had been interesting,Jason would probably be wearing some Winter hoodie coat,winter pants,boots and he doesnt catch a cold while killing his victims out in the cold and harsh outdoor. -Swamp Jason (Undead) : So like the name suggest,this is a undead Jason but with a more swampy look to him,a lot more green+brown colored due to all that green swamp water and swamp mud,also some water weed/plants+grass covering and growing on his body,it's basically the swamp monster version of Jason. -Toxic/Acid Jason (Human or Zombie) : What if Jason fell in a pool of toxic waste ? You would have a Jason wich appearance would look a bit more mutant like and have fluorescent green or purple colored toxic goo coming out of him. So what do you guys think ? Share your ideas too.
  9. I didn't see this topic posted when I did a few searches. My apologies if it has been. I was wondering who everyone sees themself "maining" when the game is released. I personally found myself liking Deborah the most. Really wanted to try Tiffany but never unlocked her.
  10. I know a lot of you guys had problems with the primary weapons each Jason wields. I made this thread to show my opinion and for you to show yours. Friday the 13th Part 2 Jason should wield a pickaxe as that is the weapon he primarily uses in the movie and it is already in the game so they got this right. He could also have a kitchen knife. Friday the 13th Part 3 They also have the right weapon for this Jason. When I think of the part 3 Jason I imagine him wielding a woodcutters axe so this is correct too. Friday the 13th Part 4 If they add this Jason into the game he could use a lot of different weapons (Hack saw, Kitchen Knife, Cleaver, Etc.) but I would like him to have the double ended axe that the part 9 Jason currently wields because at least he actually uses it in part 4. Friday the 13th Part 5 If they add Roy into the game I would like to see him just wield a machete, but I would like to see him carry hand flares or a hedge sheer. Friday the 13th Part 6 Although he doesn't use the fence post as much as the machete in the movie, I think he should keep the fence post to make him stand out from the others, and when I think part 6 Jason I imagine him with the fence post. Friday the 13th Part 7 I'm okay with the machete, but It would be a lot cooler for him to wield the saw blade weed whacker thing he kills the doctor with. Friday the 13th Part 8 Jason doesn't use a particular weapon in this movie but if I had to pick a few it would be the harpoon gun or the wrench he kills that sewer worker with. Friday the 13th Jason Goes to Hell If I had to choose some weapons for this Jason I would probably choose a shovel or a machete, but I think it would be really cool for this Jason to be unarmed.(I don't like the idea of Jason using the Voorhees Dagger.) Jason X No doubt about it this Jason should have the futuristic curved blade machete. What do you guys think each Jason should have access to in the game? I think each Jason should have access to a machete for their primary.
  11. Do you guys think Jason should occasionally grunt like he does in the films or not?
  12. I would like to see the other people who are on a mission to kill Jason in the films that can be radioed like Tommy. There's Rob from part 4. He could carry a hunting rifle like in the movie. There's also Creighton Duke. I don't know what weapon he would use, but I think this would add variety to the game. I think when you use the radio to call for help one of the 3 will answer and come for help instead of it being Tommy every single time.
  13. I remember hearing that Jason's rage mode only last for a certain amount of time and while it's active you can instantly burst through doors and walls, and all other abilities are super charged but it goes back to normal when it runs out but I saw in several videos I watched of the beta sometimes people would activate rage and go several minutes (in one video I saw it was at least 5 minutes or more) before going near a cabin but still be able to instantly burst through doors. So I was wondering if the devs could shine a little light onto the rage ability. like when it's activated is there a certain pre determined number of doors and walls he can break through and once he goes through that number he can't do it anymore or is it on a timer or is it something different?
  14. Correct me if I'm wrong and ill-informed It seems from the gameplay I've seen that Jason will always be chosen randomly? I'm curious to know if that's not really the case if you so choose it not to be. Can you pick to always be the killer (Jason) when you play the game? It'd be kinda disappointing if its always random. I mean it in the way where someone says "let me be jason, Please let me be Jason" And Vice versa for people who really dont wannaa be Jason that Game. Its that frustrating moment that concerns me at this point. It kinda what drove me from evolve. I want to pre-order this game asap but I feel like those frustrating moments will eventually get annoying.
  15. Everyone remember the scene in Part 7,where Jason kill Tina's mom...well let me introduce you to the weapon Jason used in that scene,it's called a kaiser blade or sling blade. My toughts on it,it's a cool's sharp enough to cut or stab peoples quite well (overkill you might even say) and it kinda look a bit like a hockey stick wich would go well with Jason hockey mask. What do you guys think ?
  16. So looking back on the beta so... so many months ago. I fondly remember the water kill, I love how it's so quick and powerful and a devastating instant kill to anyone ..."lucky"...? enough to experience Jason's loving embrace. But I did find a little bit lacking, I'm not sure if it will be improved on release but here were a couple thoughts I'd had on the subject. 1. Glub Glub! So, aside from a gasp as Jason ambushes you, there is little else to the kill. Being the dramatic psycho our lovable killer is, maybe add a bit more sound to the kill! Like a gurgled scream from under the water, like Sondra's kill from VII that slowly fades before the 'You Have Died' marker comes up. 2. Blood in the Water: Speaking of going with the show, for some a simple drown and you're out thing might be a little too un-showy. Maybe make a second kill option to slaughter your victim under the water. You still go down as you did before, but this time make the water darken in blood. 3. Don't Rock the Boat: This one I'm coming at because we haven't really seen much in way of how Jason would get his victims escaping by boat. In the short, we could see Deborah get grabbed out of the boat, but she's all by herself. Now, is this like driving where the other person then needs to grab the motor and motor? What happens when there's more than one person in the boat? Maybe have it so Jason can bop the boat to try and knock the counselors out all at once, then they have to decide if they want to swim for shore or turn the boat over and try to escape again while Jason's swimming around them like a hungry shark. 4. Such a Cut-Up! This one could work on either side; maybe a way to defend yourself against Jason is by sacrificing your escape speed and timing it so you hit him with the propeller; it could stun him for a few seconds like the pocket knife and give you a chance to continue the escape. Now something like that I think should only be usable once per boat, but still. On the other hand, maybe the boat's motor could serve as a kill too. Like Jason dragging someone off the boat will have a chance to shove that person into the motor, maybe disabling the boat? 5. All Ashore... Now I know it's been discussed that Jason wouldn't have time to drag bodies around the map, but unless he leaves by morph, maybe he could at least drag his drowned victim to the shore. (If he Morphs out the body could just wash up on shore) but it would definitely get the scare factor in to have a face frozen in drowning lying on the shore when people are trying to sneak around Jason. So what do you guys think? Good ideas? Bad ideas? What would improve these ones for ya?
  17. It's interesting to see that the way this game work is kinda similar to F13 the game,like how Naughty Bear hold his victims with one arm and the different environmental kills.
  18. I've been meaning to write up this post since the day the beta ended, though due to christmas and then school i really haven't had the time. Now luckily i saved a few things here and there regarding videos so i could refresh my memory and not come across as having my head completely up my ass. Anyways i had a few thoughts about the beta. Overall impressions from the get-go was from "get this on two platforms" to "i'll stick to steam kthx" and while there are bits and pieces of things that i'd like changed, most of it has been posted at some point around here, so i'l just stick to my "main" points and maybe incorporate some sub-points in there where applicable. SO without further ado, here's my list of shit that i hope gets changed before release (or else)™ JASON The basis of jason is very clear to everyone that are even halfway aware of the franchise. He's coming for you and he's going to kill you, that much is certain. If you escape it's just postponing the inevitable. However, in a game sense, the "postponing" part should be the escape part, not necessarily the in-game part unless there are certain criteria met (out of stamina, caught in the wild unaware etc). Now, jason has several things that can aid him in the quest for dead teens, but there are still things that should be overhauled in order to provide a more enjoyable experience for everyone. Sense Overview The idea of sense is solid,but as a game mechanic it completely breaks everything from the get-go. Not only was it on a low cooldown (i know this will be changed in the full game, but still) but it gave you the opportunity to see literally everything within a certain radius. And it was HUGE. The thrill of the hunt wasn't even present, because there was no "hunt". You just saw them. Part of the hunt in my opinion is finding your prey, not just seeing it there. Also from a gameplay perspective, there will be a huge majority that'll just stick around in an area they assume someone will be, pop sense, and if nothing move around a bit and pop sense again until prey is found, like a flight radar. Also, the aspect of escaping jason is completely bumfucked thanks to sense. As soon as i pop sense, a big red light will let me know exactly which cabin they are in. now you might say that the fact that i don't know WHERE makes it balanced, but the cabins themselves aren't big by any stretch of the imagination. Take for instance the higgins haven cabin. Once you go inside from the terrace, you have immediate vision of all 3 rooms on the ground floor. You also have time to check all the rooms, and since counselors aren't the smartest of the bunch they often leave the door open,so you know if someone has been there already. If the ground floor turns out to be empty, there's only one way to go. And that's 2 rooms and a closet. Does this take a bit of time? sure. But the payoff is that you immediately find someone. Even if you don't, you'll at worst have sense to see them running away and get an idea of where they're going, but more often than not, they'll jump out the window because the closet is useless (more on that later) So overall, sense is just absurdly broken. I know this isn't trying to be a super competitive MLG game, but there's a balance that needs to be upheld. Proposed changes First off, the sense needs to be rehauled. It still needs to lead to counselors, but it should by no means pinpoint their exact location. My first proposed change is this: Instead of sense lighting up where the counselors are, make it highlight a tracked path. See image for example There can either be footprints of a scent type thing going on, but either way it'll change the dynamic without messing with the trigger, namely fear. A strong fear will have a long lasting scent you can follow, or deeper footprints (when stressed you put more weight into steps for example...could be science i dunno), while a stealthy char will at best leave smaller, less discernable prints. It'll force the jason player to pay attention to his surroundings more. Maybe even have color coding for who you're chasing, so that eventually you'll be able to pick your target. At first the footprints will all have the same color, but as you attack and "learn" your prey, they will get a separate color so you can pick up the chase whenever you decide to do so. It has several uses if you spot a chad from a long distance with a shotgun, you can decide to not engage yet, or maybe take him out first. It makes the game more about stalking and killing, but hopefully there's some feedback on this post as well. Alternate solution if the above doesn't work out, how about instead of the lights and stuff, there's a ring on the map you can check? The higher the fear, the smaller the ring. You still have to FIND the counselor, but the area gets restricted. Sense will have a bigger mini map pop up so you can assure yourself you're inside that ring. It'll be a bit more intrusive HUD wise, but the payoff is a greater sense of hunting, which wins out for me personally. obviously. Either way, as the way things are right now, sense will be a game ruiner. It's just not fun to play with or against. Chase When spotted, you start running. Or trying to hide. Either way the problems that ocurr when this chase starts are numerous. You're basically on a doom timer. This is a good thing. The more the chase lasts, the more you as a human get tired and unable to think clearly. That much is fine. However, when jason can teleport right up to you, grab you and kill you in less than 3 seconds despite having ample distance, there is something wrong. Now, i never saw anything claiming that the grab/instant kill was intentional or not, but i REALLY hope it's not a thing that's going to stay there. Also, the music just kills any ambush opportunity. I was hiding by the barn in higgin's and the jason creeped up on me. The music was a dead, instant giveaway. While it sucks to die, it also took away the potential to be encouraged and applaud the fact that a jason snuck up on you. It's literally impossible when you decide to roll it like metal gear solid. it NEEDS to change in order to be useful. good music or not, the fact that it shows up when jason sees you instead of when the counselor knows he's there is wrong, wrong, WRONG. The Grab So jason got his hands on you, and there are now 3 things that can happen. You stab him with a pocket knife, you wiggle out or you get rekt. When jason has you, i was under the impression that you were given a brief moment to struggle and get away, but due to the previous (hopefully) bug, you just get fucked right there on the ground. Now this is a two pronged problem. For one, it just destroys any fun when you know that you die immediately when jason grabs you if you don't have a pocket knife. But the worst part is, jason won't get to use all the amazing enviromental kills that the devs themselves hyped up. I don't care about seeing them in an empty sandbox against an NPC counselor, the real thrill comes from pulling off that sick kill against a real, live opponent and maybe hearing the whining through the headset. Also the macros will be real if the "mash to survive" is still implemented by release. There is NOTHING stopping me from having a script tied to my "n" button and just hold it in for the maximum possible presses at any given moment to escape as soon as i can. exhaustion doesn't even come into it, it's just another button. Like opening a door. So what i propose instead is something like this: (Just watch the first 30 seconds, that's plenty) Now, the system in this particular game (dragon ball budokai 3) is a guess the button, but with a twist. To be more accurate, it works like this: Attacker has to win 3 rounds of this "minigame". Defender only needs to win 1. Attacker presses "square" to attack Defender anticipates square as well, and gets free and even counters. alternatively: Attacker presses square Defender guesses circle Attacker wins and starts hurting defender, building up to the ultimate. Repeats up to 2 more times. Also, keep in mind that once the attacker chooses a button (square) and wins with it, he can no longer choose the square as an attack. So there's now even higher odds for the defender to get away. Now, in the game, the damage the defender gets is calculated by how many times he loses this minigame. If the defender guesses the right button immediately, he takes NO damage, and counters the attacker, leaving the ATTACKER with less health (and wasted his energy required to pull off the move) If the defender guesses right the second time, they both reset. The defender gets away, nobody takes damage (but attacker still wasted ki) If the defender guesses right the third and final time, he takes a LITTLE bit of damage, but gets away and the fighters reset to a neutral stance. I feel like this could be modified in a few ways (make it a shorter process for one) to help friday the 13th becoming better in regards to the grab system. Using the system in the video it'd work something like this: Jason grabs counselor "minigame" starts Jason selects M1 Counselor guesses M2 repeat x2 times and jason now has "free reign" for a little bit to actually pick an execution instead of doing the same 4 ground executions over and over. Now this by itself solves the macro problem, because you can't just mash rock and think it helps you more than once, AT MOST if you're lucky. Now obviously this won't work if you straight out ripped the system from dragonball and implemented it in friday the 13th. You can't expect both of them to just stand there and have a minigame going on oblivious to the rest of the game, so the counselor would need to "trigger" the start of the minigame. Maybe with a smaller bar that you can fill, and then it starts off. If you win, you move on to the next "level" of it, if you lose, you have to fill it up again, with a bigger penalty the more jason wins. It also let's grab be a risk instead of the sure kill it is now (barring counselor interference). Converted into an example, it'd be something like this: Jason grabs counselor Counselor has to mash to fill up a small bar Jason gets a prompt to select his "attack" Counselor selects a counter button If counselor doesn't select the same as jason, he gets choked a bit harder, and has a bigger bar to fill up, or a small penalty before he can start struggling properly again. Repeats until esacpe or death. As for counselor benefits to escaping (other than being alive a bit longer) the counselor should be outright rewarded for being able to escape quickly in my opinion. So again following the system in the video: Defender gets it right in 1 try - Escapes and stuns jason, lowers fear momentarily and gives a boost of stamina (fills up alot, lasts longer for x amount of seconds) Defender gets it right on 2 - Escapes, minor stun to jason, small recovery for fear, minor recovery for stamina (adrenaline burst) Defender gets it right on 3 - Jason drops counselor, but is hurt in the process, now has 1 point of damage to him, no otherwise recovery and stamina bar takes a hit for x amount of minutes (can only fill up to say 80% maybe) Jason on the other hand: Attacker gets 1 - Counselor gets penalty to fill the bar in order to try again from the beginning Attacker gets 2 - Counselor gets a bigger penalty, has to start from the beginning Attacker gets 3 - Counselor almost passed out, requires help from others to escape This system would allow counselors to get a second chance at life, but also allows a jason player to (if lucky) be able to actually treat them like animals for a bit, and would allow a person to carry some guy from outside the higgins house to inside to stuff them in the fireplace if they want to, while stll preventing him from carrying them from one end of the map to another. Now obviously what i suggested above is just that, a suggestion. The third attack for jason is a potential for griefing if pulled off against the last remaining survivor, just being carried around for eternity unable to do anything. It's just spitballing. Maybe the third attack, when left to the last survivor, just gives a very big penalty instead for example. Or it changes depending on the character grabbed. Survivors I have less to say about the survivors, but i'll try to keep it shorter than jason, if nothing else because i've written a wall already (thanks for reading so far!) Stamina The stamina usage system as it is, is...flawed. Using stamina for running, sure. However i don't think it's fair to spend that much stamina for jogging alone. I get that it's realistic, but there comes a point where realism clashes with fun gameplay, and it's not always good. ARMA 3 is a good military sim, but even that has leeway with realism to provide fun gameplay. What i propose instead is to allow survivors more options regarding how to spend their stamina, namely what they can do when chased by jason (or do otherwise if they want to for some reason) Things like: Running through a door and slamming it shut behind you (creates a loud sound, still have to lock and barricade it manually) rummaging through desks faster (again, makes sound because you do it in a hurry) make the skill ring move faster (sound...alot of it) and more! The point is that you spend a chunk of stamina to do things faster, and the cost is less stamina and the heightened worry that jason is on to you due to the noise you make as a result. It's a risk vs reward. Do you do it slow and steady, or do you hurry the fuck up and risk jason finding you quicker, but now with less stamina? Also there should be a snack you can eat to increase stamina regeneration for a while. Just sayin'. Put some red bull in the camp i dunno. Repairing The phone needs more steps before it's fixed, or it needs decoy phones that are ruined. That's it. Any object you need to interact with to escape should either have decoys, or have more steps than 2. It just funnels the game into particular things, ignoring everything else but calling the cops, calling TommyJarvis and only caring about the car if someone else stumbled upon the pieces they need while finding the phone. It wasn't necessarily the case in the beta, but there's nothing preventing this from being the meta at release and for a long time, and by then people will get sick of it and leave. It's a multiplayer game and repetition is to be expected, but when you have all these choices to get out of there, why should there be a funnel like this? Hiding Hiding, just like in dead by daylight is useless. At BEST it buys you seconds. I say seconds because if you hide inside a closet, and jason shows up to rip apart every other closet and bed in the cabin, you're not further away from him. It's just, again, postponing the inevitable. I did not see a single juke created by utilizing the closets or beds while playing the beta, and sure players aren't good yet, but that's still a dynamic that worries me when hiding will actually be more prone to giving you away. I couldn't think of a single time where hiding would give me any advantage, since as soon as i left the closet, jason would at best see me popping out the window anyways, while he was busy ripping out the beds looking for me. I was tempted to try the second story closet by the window at higgins once, but because i knew it was nothing but a deathtrap, it's just wasted potential. It's the exact same issue dead by daylight has with the hiding spots. Most of the issues stem from the fact that you breathe like a dragon when hiding. ANd i get that fear is supposed to make you more stressed and give off more sound, but as it is right now it's nothing but a death trap. might as well hide inside an iron maiden and wait for jason to close it on you (haunting ground anyone?) I have no proposed fixes for this as i feel completely removing sound when entering or leaving or even staying inside it will solve anything, but i hope the devs will come up with something that works better than this, 'cause right now i don't see many people using it aside from streamers because "lolimhidingXD" (because that's funny for some reason) Finding survivors I'll be touching more on the map in general shortly, but one thing that bothers me constantly is the fact that every survivor is always aware of every other survivor. The walkietalkie is a great item until you look at the map for 3 seconds and then it basically doesn't matter because even though you cant hear them, there's nothing stopping you from just walking up to the dot at the map. The change i propose for this is simple. Make it so that every character, including jason, pop up as an icon on the map once close enough to be within hearing distance, but don't let the player know who it is. It creates tension, it creates a risk where you might want to interact with another survivor, but you don't know if you're walking straight into jason (see; map tagging) Again using higgins as an example, imagine going into the first floor, seeing some doors open already, and proceeding to search a bit at the first floor since some things are unopened and then hearing the creaks of foosteps upstairs. You can call out on the mic, but the other played can be a mute (jason or another player without a mic), So you have to decide to you run away and check from a distance or do you approach and risk suddenly being ambushed by jason? I'll put more into tagging underneath, but a safety measure to help not walking into jason all the time would be being able to tag who it is for x amount of time, so you'll know on the map until they either walk too far away or too much time passes without seeing them in person. Also you'll have another advantage in knowing that groups of 3 are most likely counselors. Probably. Or there's two of them dying and they need help. Common issues Now, i THINK i've covered atleast a LITTLE that's not been mentioned 1000 times already (stamina i'm sure has been a big thing, and sense, but hopefully not in the exact same way) There are still some general issues that plague both sides. The map Now, the map is a thing everyone has within their mind from what i gathered, it's not a physical object the counselors or jason carry with them. That's to be expected. The issue i have with it is how everyone knows where the cars are, and how jason automatically knows where everything is. Now this is mostly fine for jason, but for gameplays sake he should not be aware of where the functioning phone is. Jason is a good killer, and very creative at it, but is he really that smart to recall exactly which phone he fucked up just enough that it'd need fixing? adding the decoy phones would certainly give a seasoned killer atleast a little room for doubt? The cars have a similar reason. Within the game world, all 8 counselors couldn't possibly have driven around at the same time all day. Somebody could have moved the car, they don't all line up and drive behind eachother until one car is parked, then drive back just to make certain nobody goes off in less groups? Jason should be able to see a relevant object and tag it, or burn it into his memory if you will, on the map. So he still has to find the car and boat like everyone else. Static objects like power boxes and phones are on the map from the get-go, but he still won't know which phone works, so he has to go between them to find the right phone, then tag it with vision and from there it'll have a different color than the rest so you'll know it's the phone to look out for. The counselors however have their own separate maps, but can still tag them, either permamently or for a while based on a stat. This provides more options when cooperating. Maybe map remembering is basedon intelligence. A high intelligence character that has a car tagged will remember it for 10 minutes (admit it, you went into the kitchen and forgot why you were there atleast once, short term memory DOES happen) while chad is more busy worrying where the girls are at than where the car is parked, so he only remembers it for a minute at a time. Now they can refresh this for eachother constantly, so a chad can come up to an a.j, refresh his memory by interacting for a moment, and if a.j is running low on "time" for the tag, she can ask chad about it and then have a sort of symbiosis like that. If time runs out for both, best find someone that knows or recall where the car is yourself. unless it moved. Jason still has the advantage in these scenarios, after all he will remember it for the rest of the match, while the cooperation aspect between counselors are strenghtened. If they stick together because of memory, that's a win, since it naturally discourages running off on your own and dying in a random campsite. Music Touched briefly on earlier. The timing for when what music hits needs to be changed. Jason spotting someone should not be the prompt for starting chase music, it should be with the counselors locking on to him visually. The stealth aspect is completely lost as it is, but when the fucking violins pop off like an m16 everytime jason looks in the general direction of a fart, it just mocks it. The stalking nature of what jason is dissappears and is permamently ruined. Once the realization sets in that you CANNOT ambush someone properly because of music, then everything else falters. Hearing the crackling from the fireplace, the slow paced steps as you search a cabin, the soft creaks as you check for supplies just ruined because Niccolo Paganini rose from the grave, took 8 hits of speed and played until his fingers caught fire. All because jason was on the same continent. Phew, that was a handful to write. If you read it to the end, well done! thanks! I might update this later as i come up with something else but for right now i think i'll be heading off. Again, thanks for reading and i hope to recieve some constructive feedback on Also i posted it here under general feedback since the beta players were not under NDA, and i'd like to reach as big a crowd i can in the forum, but if it's wrong, give me a heads up.
  19. Would you prefer if you couldn't have multiples of same counselor? I thought of a system that seems fair to allow you some selection choice without a 'first to join' scenario. Like private, you opt in for Jason. Instead of choosing one counselor, you rank 7 on a tier you'd prefer to be. Some algorithm randomly selects one who opted in for Jason. After that it goes down your tier of counselors until everyone is assigned one. Extreme example. Everyone wants to be Vanessa most? One is randomly chosen. Everyone wants to be Tiffany 2nd most? Process repeats. You're the only one who ranked the nerd 1? You are the nerd. This method has it's pros/cons and might only be suitable for private matches. Just a wish list idea this stage in development.
  20. Havn't seen anyone mention this and unless I'm mistaken the icon debuted at PAX south. In the upper right there appears to be a gauge that changed in each clip. Did they mention anything about it? It looks like a mask health bar.
  21. Now i've seen a few topics on this but none really have had the same sort of ideas ive had So the pitchfork still needs to have a jason the big issue with this is mainly early movie jasons used this meaning that it cannot be 6 7 8 9 or 10s weapons meaning our options are 2 3 4 so logically it would be 4 right? nah not really considering it was only used as a weapon in 2 and 3 and and it didnt match 4 for me anyways atleast to me and imo I have always felt like the pitchfork was more suited for 2 due to the sack and overalls giving him a farmer feel but wait he already has a weapon well what shall we do I have a suggestion give 2 the pitchfork give 3 the pickaxe considering he still has a similar feel to 2 and due to his outfit change has a more miner feel and give 4 the axe because it is a nice generic killer weapon which is what that jason would probably get considering he had no iconic him specific weapon and that the new hole in his mask was made with an axe also doubling as a subtle joke the weapon is jabbing at to reference how the hole in his mask was made These are just a few ideas i had to remedy the fact that no jasons left to be added to game match or used a pitchfork considering only 2 and 3 used it and they already ahve weapons
  22. Now yes i get he will be pretty good on a water centered/based map but he is still pretty trash everywhere else you cant have no run and less shift considering shift is made for getting campers who are getting away from you which happens a lot when you cant run meaning you cant catch anyone as easily unless they go in water which from the videos ive seen by people in the beta they barely do even if its not part 7 jason which makes him even worse because if they see its 7 they wont go ANYwhere near water even more
  23. So lately Paul Phoenix released some videos of him playing around with the game models,i still hate the guy for the questionable things he does,but he does give us videos wich contain good close ups of the models. Here are a fews videos wich show killing animations from Jason point of view in FPS. So what do you guys think ? I must say,the movements look actually quite fluid for a First Person View. bonus video of Part 6 Jason killing with his fence post :
  24. Hello everyone, for people who enjoy Friday the 13th films. I just uploaded a new Friday the 13th Short Film in GTA V. Feel free to check it out, I thought this was probably the best way for community members to get to see this film I've been working on for 3 months. Me and a buddy run our own YouTube channel, where we make a bunch of different GTA Short Films with our friends. So, here is Friday The 13th: The Awakening. Hope you enjoy! *Also keep in mind, this video may not work on Mobile devices in some regions. I am aware of that, Sorry for the inconvenience. This video however will work on the Xbox/Playstation YouTube Apps, Apple TV, and of course PC.*
  25. So here's the thing,i like Harry Manfredini music,he did a fantastic job,but because of the fact that a music play each time Jason is in the proximity of a player,it makes it impossible for the player controlling Jason to be stealthy or truly surprise counselors. As soon as that music is heard peoples are instantly warned of Jason presence nearby. So the solution would be to ask peoples in a lobby to turn off their music volume before starting a match. Just imagine this kind of situation,a counselor go inside the Higgins house and check around,that player suddenly hear footsteps above,but is not sure if it's another player or Jason (of course it's Jason waiting patiently for a player to show up),so that person goes up and get surprised by Jason and get caught. Now at the same time this happen another counselor is moving toward Higgins House when he/she suddenly see the other counselor being thrown trough the 2nd floor window from inside,the counselor is surprised and now know that Jason is inside that house. Now you see,that's much more interesting and tense for a scenario compared to players constantly being alerted when Jason is nearby. So like i said,turn off the music for the best of experience.