Search the Community

Showing results for tags 'changes'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Forum Information
    • Friday the 13th: The Game News
    • Rules & Regulations
    • Introduce Yourself!
  • Friday the 13th: The Game
    • About Friday the 13th: The Game
    • Friday the 13th: The Game -- Patch Notes
    • Friday the 13th: The Game General Discussion
    • Friday the 13th: The Game -- Suggestions/Feedback
    • Friday The 13th: The Game Bug Reporting
  • Community Events
    • Official Contests/In-Game Challenges
    • Player-Run Challenges
  • General
    • Off Topic
    • All Things Horror
    • Other Games Discussion

Found 7 results

  1. With all the craziness going on, there's been a lot of possible new changes to how counselors work stat wise. I've created this thread with the intentions of trying to make the community aware of what seems to be the biggest of them all, but I'm hoping to eventually track down solid information. For now, here's a listing of both confirmed as well as unconfirmed changes. I will also list how these changes might've affected the counselors specifically, but keep in mind this is NOT a tier list. It's just a way for me to give people a way to possibly come up with new strategies, and become more aware of what they need to possibly expect in the near future: 1. Composure might've been buffed. As of late people have been noticed there's been some differences in how composure works, but nothing was mentioned in the patch notes so it's unknown if it's a hidden buff or an unintended change (or a possible future buff that slipped in on accident). I haven't been able to number crunch, but I've heard that high composure counselors reduce fear faster than before. How this could be a major buff is whether or not it takes a high composure counselor less than a minute to regain their bravery compared to sometimes well over two minutes. That can sometimes be more than enough time for someone like Jenny to hide from Jason once more if he gets bored of chasing her (or something happens that prompts him to ignore the high composure counselor for the time being). Also, while also not yet proven, it's believed that counselors can break out of Jason's grab more easily than before if they have high composure (composure as well as strength are the two stats calculated when breaking out of Jason's grasp, considering the counselor isn't critically injured). This will need some testing as well since this could make the +grip strength bonus for Jason more viable than before if he doesn't intend to use Choke as well as Head Punch on a repeated basis. It's also unknown how strength might affect breaking free in its current state. If both Strength as well as Composure were equally buffed to break out quicker, fighters like Buggzy as well as Adam have both received considerable buffs. 2. Traps are more deadly. One of the things we know for sure from the patch notes is that traps deal the same amount of damage to all counselors now. This is a nerf for Jenny, Chad, and Vanessa because all three of them had six+ luck, and were therefore able to tank two traps before reaching critical damage. Tommy is one I haven't had the chance to encounter yet, but I'm assuming he's in the same boat unless some has found out otherwise. 3. Rain might ramp up counselor fear. Not proven yet, and getting the numbers crunched might be tricky, but keep a close eye on your counselor while out in the rain; it might be a secret Jason buff as well as an immersion improvement for the game. I've heard that supposedly the rain makes it trickier to hear Jason's theme music as well, but it could just depend on your TV/monitor as well. Still...this could be an interesting change for the game if it ends up being true. After all, if rain does make people panic more quickly, they'll want to hide inside houses more often, meaning Jason will have to do more careful Sense checks. Counselors occupying hiding spots could become a bigger thing, like for instance counselors hiding in outhouses outside when they get caught in the rain to avoid building up fear. This could easily make games last longer since people occupying hiding spots inside a house will not make a house glow red when Jason uses Sense normally. He will have to be in Rage mode to detect this. Personally...I wonder if this could end up being more of a counselor buff than a Jason buff IF rain does in fact affect fear at this point, but we'll have to see. 4. The Baseball Bat might have permanently weakened durability. This one I'm not so sure on since this was a pre-existing issue with the previous patch (weapon durability was bugged at the time). So far, it seems as if high luck counselors can roughly swing the baseball bat twice before it breaks, whereas everyone else it breaks possibly on the first hit. Since the baseball bat is a weapon with a guaranteed stun if it successfully hit Jason, it has always been a powerful weapon for characters like Jenny as well as Chad. But now, it seems like it's becoming more of a quality over quantity weapon: you're using it because you want to really make sure you stun Jason, even if doesn't last very long. Technically a nerf if this is true, but perhaps one that was long overdue. Chad being able to swing a baseball five times before it broke was considerably powerful. Edit: From what I've seen, there's been incredibly mixed reports on the baseball bat's durability. At this point, it's very possible that Luck simply has a pure RNG factor to it. Some people have stated they've seen Chad as well as Jenny being able to use it four times before breaking, while others mention less. Anyone else will have the bat break on them quickly. It's probably just best to assume that the bat will not last very long even if you use a high luck counselor. Anything else guys? I won't be able to play much for now until the weekend but I'll be keeping an eye to see what meta changes we could see in the near future.
  2. So I just played a match on the Jarvis map and there was a 2 Seater AND A boat. It's always been a 4 seater and the boat. Anyone else get this? New changes?
  3. If you could change anything about the game that you think would improve it, what would it be? I would add a "vote to kick" option firstly.
  4. In this topic I will be talking about features I think should be implemented, fixed, or outright removed. 1. Counselors should be able to disarm Jasons traps. Reason being is that if he puts a trap right in from of a car or the phone box "which they always do" its virtually impossible to fix it because you are forced to step into the trap which then alerts Jason and then you're screwed. 2. Players should not lose control of there counselor when they see a dead body. Reason being is that from a game play perspective it doesn't really make sense because in the beginning scene you see your fellow counselor being killed so I dont think you would freak out every single time you see a body. The other main reason is that if Jason grabs someone and you go to save whoever was grabbed by hitting Jason sometimes that swing brings you into line of sight with a body and it stops your character mid swing to say "Oh my god is that a dead body" causing your friend to then be killed. Also if you are running for your life from Jason and you see a dead body and your character stops dead in his tracks to freak out over a dead body then getting you killed is so stupid and doesn't make sense. Its fine if its just an audible thing and or increases your fear level but to stop your character from doing anything for a short time is dumb. 3. I believe stamina needs to be reworked it seems to me that it runs out a little too fast even form good high stam characters. 4. I dont think players should have to wait til a vehicle is started to enter it, they should just be able to get in. 5. I think Tommy Jarvis shouldn't be able to leave until all other counselors are either dead or escaped, because his whole purpose is to help others escape and all to often we see someone come back as Tommy just to escape.
  5. I've managed to get into a couple games and I've watched a fair amount of videos. Here's some quick thoughts and suggestions from what I've experienced and witnessed. First though, overall everything is pretty awesome- design, feel... the attention to detail is phenomenal. Jason's Part 7 Mask It's a nitpick but it's off, the nose is missing. The nose should be the same as any other Jason mask. The Part 3 and Sackhead are amazingly accurate. Hiding My assumption before was that Jason wouldn't be able to find you hiding unless you lost what I thought was a hiding mini-game where you hold your breath. I don't know if I like the idea of Jason just walking around stabbing closets and beds, that's not something he does. I think he should only be able to stab into a closet or bed if the counselor hiding fails the breathing "mini game." If they fail, Jason is alerted to their presence. Otherwise, they should be indestructible unless in rage mode. Searching It may be too late to impliment but finding an occasional spider in an otherwise empty drawer would be cool. Creating the risk of raising fear while searching. Jason's Abilities They're perfect. The VHS effect is jarring but I don't feel like it hurts immersion when you're actually playing. I love the 'Evil Dead' style cam for the shift/morph (can't remember which is which). Part 3 Jason Running Don't let complainers ruin this- the man runs like an idiot at the end of Part 3 and it's captured here. Jason Player able to talk on mic I don't like the idea, it kills the feeling. Jason is a silent killer and down the road it could be exploited by trolls or people boosting. That's all for now, this is my first post but I really wanted to join the forum and be a part of the discussion, The finished game will be great.
  6. Please note that my suggestions are all from a counselor perspective as I have yet to play Jason during any sessions. The stamina system needs a complete overhaul. As it stands, stamina runs out way too fast and recovers at a snail's pace. I played the middle-of-the-road-stats guy during most of my sessions and my stamina would drain to nothing just trying to get from point A to point B. I still don't understand why it drains from normal movement. Sprinting should be the only thing that drains that meter. Furthermore, why does it recover so unbelievably slowly? I shouldn't be waiting minutes to be able to sprint for seconds. That just makes no sense. If I'm not moving, I'm not actually playing, am I? Savvy players are going to pick the athletic girl out of the sheer frustration of using anyone else. Potential solutions: - Keep the stamina drain rates as they are, but boost stamina recovery way, WAY higher. As in that meter shouldn't take more than 10 seconds to fill up. - Eliminate stamina entirely. I know that's going to seem unfair to Jason players, but considering how his short-range teleport practically turns him into Nightcrawler by the end of the match, it's not really that unbalanced. - Counselors can get stronger during the match the same way Jason does. Remember Metal Gear Solid 2 where you could increase Snake's ability to hold onto ledges by training him? Why not have the stamina drain slow/recovery rate increase the longer a match goes on for counselors? Eliminate being seen/heard if you're in hiding. I'm aware you couldn't originally be seen in gameplay videos and people starting making comments about it, but really...why even bother hiding if Jason can see you? I know you put a lot of thought into the hiding system, but it's pretty much a free kill for him at this point if you even try. Nerf Jason's short range teleport. As mentioned in the stamina section, by the end of the match, Jason is teleporting like crazy. I realize what this is supposed to invoke. This is the idea of the horror movie monster showing up around any corner, but as it stands, he can just teleport right up next to you over and over and over again. Potential solutions: - The short range teleport needs to have a high cooldown even at endgame. Give the counselor a chance to get away. - The short range teleport shouldn't be able to work period unless the teleport puts him somewhere he can't be seen, like behind a tree or wall. Not everyone uses microphones/People are going to use Teamspeak. The communication system reeks of closed circle game design. What I mean by that is that you designed the game based on your ideal of how it should be played, not the reality of how players are actually going to play it. There are going to be plenty of players who don’t use microphones at all with their headsets. There’s no way for them to communicate with the rest of the group. And that’s not getting into the people who do have microphones, but aren’t going to play by the rules you laid out. I bet the walkie-talkies looked great on paper. But people playing in a group are going to use programs like Teamspeak, Discord, Skype, etc. They’re not going to engage the game the way you want them to. Potential solutions: - Add a text chat to the game. This might seem unbalanced, but it’s really not. People who have to stop to type aren’t moving or doing anything else. It would make them sitting ducks for Jason if they do it when he’s around. - Add vocal commands that can either be manually selected or activate automatically in certain contexts. For a great example of this, play some Overwatch. Not only can you manually select things like “group up” or “I need healing”, characters should “behind you!” all on their own. AND they have text chat on top of it. The best of all possible worlds, really. Implement a Vote-To-Kick Function (with Jason being excluded). This is more of a "easily foreseeable" issue, but you are going to have trolls who will intentionally shoot teammates, set off noise makers, mess with doors/windows/traps or generally lead Jason straight to the other counselors. There needs to be a way to boot those kinds of troublemakers so the rest of the group doesn't get frustrated with the game instead. Turn off the friendly fire. The last few times I've played, when a gun was found, people shot other survivors...on purpose! And the police exit was open. Nobody was fighting over who got to use the car or anything. They were just being trolls. I realize you intended there to be a little backstabbing among the counselors, but please reconsider this. This is just inviting trolling. The VHS distortion has got to go, regardless of any other changes. No if’s, and’s or but’s. I cannot understand why this is in the game at all. To hide Jason’s he-shouldn’t-be-teleporting-right-up-to-you-anyway effect? I’ve died in this game not because I played poorly, not because the other player outsmarted me, but because YOU KEEP BLINDING ME. Tutorials, Tutorials, Tutorials. There’s far too little explanation as to what does what in the game. The How to Play is a good start, but I encouraged a friend to preorder, he looked through that stuff and I still had to explain how to play the game to him. That’s not even getting into the multiple times people find flare guns and then instantly use them inside cabins just to see what they’d do. This isn’t a rogue-like. I realize that we live in an age where instruction manuals have gone the way of the Dodo, but expecting people to just figure things out without a single player mode (for counselors) or in the middle of a match where making a fatal mistake removes you from play for possibly 10 minutes or more is asking for rage -> refund. Backfill empty slots with bots. Right now, the game starts when you have five people. It ends up being a slaughter. Also, if someone leaves the match, their spot should be taken over by a bot to keep the total number of players consistent. Hell, I’d love to see like two police bots roaming the map if the cops show up. Jason can kill them, but they can shoot back and also run interference for counselors trying to get out. The last survivor needs to still be able to win (other than by running out the clock). By the end of the game, Jason's an unstoppable monster and the last counselor is pretty much a sitting duck if they've been found. Their stamina is drained out, Jason is teleporting all over the place and at that point, there's little else to do than just give up or leave the match. Why? Because while horror is great in films, in a video game you must absolutely avoid the feeling of hopelessness. People can handle defeat if they've been outfoxed. They can handle defeat if they screw up. But if the game is unwinnable seemingly by design? Then there's little reason to keep playing. *** Don't get me wrong, I'm still having a lot of fun playing the game (when the matchmaking lets me) but these issues put some noticeable dings in an otherwise great idea.