Jump to content

Search the Community

Showing results for tags 'devs'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • 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 11 results

  1. Hello, dear devs! I want to ask you a question. Graphics in Friday the 13th became much worse after patch (13 october 2017). Is it possible that with the move to the new version of the engine the situation will improve? For example, Tiffany after this patch became frightening. And what about atmosphere? In beta it was really scarier and richer. Also, the function you added against the bodyblock does not help. A bodyblock is still possible. This function only hinders the game. Maybe it should be removed? And this looks very ridiculous when one player pushes another during emotions. I just suggest, because it is really useless. Waiting for the answer...
  2. Hello, dear developers! I spent a lot of time in your game. And I want to ask you what do you think about return teamkill in game? After all, it was useful. For example, you have added a function against the bodyblock but the bodyblock is still possible immediately and we need it. Or to take revenge on someone who hurt you, in a team with maniac. Besides, the game was much more realistic with teamkiller. Give community a second chance. Waiting to hear your opinion on this matter.
  3. Hello Devs! @GunMedia_Ben@wes@Gertz@ShiftySamurai@[IllFonic]Courier First of all I want to say thank you for the new content and adjustments to Jason. The adjustments didn’t go overboard and it seems to have brought the game balance into a better state. Please continue to keep any tweaks small to ensure we don’t have some form of unforeseen catastrophic failure. The new map Pinehurst is certainly now my favorite map. It feels more like you are out in the backwoods more so than most other maps except Packanack. The vibe is solid. The new Jason “Roy” is well done and his kills are pretty sweet. The new rugby kill is also solid. Some things you may still want to look at: 1. Occasionally, the main Pinehurst house isn’t lighting up in Sense while a counselor is inside. You can see the counselor outline, but the building isn’t lighting up properly. It has been common in offline bots when counselors get up in Violet’s room in particular. The bots also love to get stuck in that room for some reason. 2. Jason’s hit detection for melee still needs work. 3. Sometimes when you go to Repair, the QTE starts up and ends. You try over and over again, but it won’t let you complete the objective. This happens a lot when the phone spawns at Higgins Main on the small version of the map, and on the car when it spawns in the bottom right on the same map. It occasionally happens on other maps, but Higgins small seems to have this bug more often. The same bug also happens when you try to call the cops on many maps. You’ll pick of the phone and put it back down…over and over. These are game breaking issues because they directly affect objective completion for counselors. 4. Item spawns: The balance is very nice right now. You nailed it pretty damn well with what we have based on the old list of items. You will start to hear complaints of an “empty drawer simulator” again. It think this would be an excellent time to put some effort in to introducing NEW ITEMS with NEW EFFECTS. You may also want to consider doing what someone suggested and putting counselor flashlights in drawers (making them find them just like the walkie-talkie). Simply adding in 3-4 new items would help the spawn spread on the map a bit more and give counselors some other tactical options. Here are a few items concepts/suggestions you probably could implement: - Counselor Whistle (inventory carried/effective range 5m): If used while Jason is within 5m, Jason’s sound ping detection disappears, he can no longer hear proximity chat for counselors (they can coordinate), counselors entering or exiting hiding spots/windows, and Repair failures. Give it about a 10 second duration. This would be a great teamwork/coordination item where one counselor can buy the others an opportunity to get objectives done quickly or flee beyond Sense range without ghosting their position with pings. - Hammer and Nails (inventory carried): Allows a counselor nail shut a locked/barricaded door to reinforce it. Gives the door +50% durability. The door can no longer be unlocked unless broken down. Defensive prep item. - Road Flare (inventory carried/effective range 3m): Allows a counselor to “blind” Jason. Jason will not be able to see and Sense will be on cooldown for 6 seconds. Defensive item. - Life Preserver (hand carried): Functions as a “pocket knife” for the water. Counselor will resurface after an attempted drowning kill. Jason will be immobile for 5 seconds and have his swim speed reduced for an additional 5 seconds. Gives the counselor a slim chance to either re-mount the boat or swim to safety. I’d suggest keeping them limited to 2. - ****There are a lot of other great ideas floating around here on the forums regarding improving the tactical gameplay and introduction of new items. Please consider you’ll continue to have people griping about barren drawers and whatnot if you don’t. Or, you’ll have to tweak the spawn rates of the current items (probably not optimal). 5. There are still a bunch of bugs in the game. Please keep working on polishing them out. 6. Window bubble is still there. I needs to not be there. Thanks for the transparency regarding the Paranoia mode and I appreciate that you continue to focus on getting those console dedicated servers up and running.
  4. https://www.youtube.com/watch?v=Iz6e-64mj2Q Provided the link above.. I believe that the game play should change a bit camera wise.. if you look at the alpha camera.. for both Jason and the counselor you can see that it's 10 times better than what we were given in the final product.. I would like to see this come back.. as I feel it would give Jason a more menacing look and feel as well as better feel to the game play itself.. I believe that the devs should release some sort of beta.. test with the game.. with these types of camera to see which game play feels far better..
  5. So I can't exactly remember where, but either on the F13 game website or one of the loading screens in-game, there's a sentence along the lines of "Having difficulty escaping Jason? Unlock the priest in the graveyard by finding the secret Pamela (or tommy but I think Pamela) tapes" Anyone have any info on this? I've scoured the internet with no avail. Maybe they removed the feature? Haven't seen it on a loading screen in a while either and I can't find it on the game site anywhere or in the forums
  6. So with the update for PC and PS players coming tomorrow there are a few things I would like to know from the Devs and players. Are we able to choose which counselors we are up against when starting a game? Do the perks and clothing options we have set for the counselors appear/work in the offline mode or will they be in their default clothing? Will counselors fight back against Jason with weapons or just run away and evade him? Will counselors act on their behaviours and skills e.g. Deborah being more likely to repair while Buggzy or Vanessa act as a distraction? Is there an element of randomness in each match or will the counselors eventually become predictable in their movements? Will Tommy Jarvis be called to the scene and will counselors seek out Pamela's sweater? Will counselors try to kill Jason with said sweater? If anyone who is playing tomorrow would be kind enough to answer any of these questions or just add any kind of insight to how the whole experience of the mode works, I would love to know but being on Xbox the update release is yet to be announced.
  7. I’d like to take a moment to address the Devs directly. @Gertz@GunMedia_Ben@[IllFonic]Courier For those who are not aware, I have spent the better part of 20 years working in various fields in some form of analytical role or as a developer for training related materials for the military. I have spent, literally, days at a time doing trends analysis, statistical assessments, and developing courses of action based on changes made within a given “system”. I provide feedback, suggest changes, and develop workable changes to improve performance. I’m going keep this brief, but I’d like to suggest a couple things: 1. If you are working with a system that has a ton of consequential interplay between mechanics, don’t change too much at one time. Before you make any changes, assess what implication that change will bring. Figure out what other factors within the system will be affected and forecast the most likely outcomes. Make the change and observe. Keep the change modest. 2. Adjust that single change as needed until you get the desired result. (the extremes on both sides of the coin quit being the only voices that ring loudest) 3. Make the next change. I will say I generally don’t have much issue with this last patch in regards to the changes, though I’m still developing an opinion on the grab mechanics as they are now. There has been a lot of negative and positive feedback regarding the implementation of grab reach/area changes, traps changes, Jason’s melee hit detection, and posting icons on the map. The one mistake that I think you have made is that you are tweaking too many things in a single instance without finding that “sweet spot” with your players. It is much easier to do this kind of work when you are not beholden to pleasing a rabid fan base. For that, you have my sympathy, because it is a battle you cannot win…completely. I would suggest the changes you should focus on are those that were complained about most. I get that is why you tackled the grab reach debate. That is fine. You should have singled that mechanic out and fully sorted it before addressing anything else. Using the method of tossing enough stuff at a wall and finding out what will stick will end up costing you more time than just methodically fixing one key issue, then moving on to the next. As it is now, you are creating tons of different feedback trains, with each one focusing on a different change. Plus, there are a few other trains still rolling in regards to previous adjustments (or lack thereof). As you’ve told us before, you are a small team. Please be cautious about how many fires you light at once regarding game mechanics hot buttons. It creates a very fluid dynamic and a ripple effect in gameplay. More importantly, it makes it harder to figure out exactly what you NEED to fix when so many different factors are altered regarding gameplay. Just some food for thought. The new DLC’s are nice. Thank you. Keep up the hard work. TL;DR Don’t make too many changes to gameplay mechanics at one time. It makes it harder to sort out issues and fine tune functionality. You’ll also get less backlash from the players.
  8. Hello, I know that there are many posts suggesting what to add to the game in future content patches. I have a few suggestions based on things I have thought about and things I have experienced while playing the game. 1. Weather Effects I feel like a thunderstorm with rain should happen sometimes, or maybe even brisk wind rustling the trees. There should be an option in settings to adjust the weather intensity for performance purposes. 2. Single Player Campaign A campaign as both Jason and the counselors would be fun and could be used to unlock more counselors or types of Jason. Adding AI to play with ranging from easy to extremely difficult would be a nice addition as well, but should not count toward achievements. 3. More Counselors / Jasons I know in due time there will be an expansion of characters to choose from, but I want to make sure the game is diverse and allows people to play a character that fits their playstyle or their role in a team setting. With this, I will add I would like developers to crush some of the bugs that give counselors an unfair disadvantage, like glitched items and jason being able to grab through doors. Also, sometimes Jason bugs and he can't use any abilities. 4. Localized Servers I have noticed a lot of players I end up in a lobby with are from different countries and do not speak English. There's no real problem with that except that it cripples the ability for our team to effectively communicate, and communication is key in an asymmetrical survival horror game. If the devs would make separate servers for different regions, that would help immensely. 5. Report System / Vote-to-Kick There needs to be an in-game report system where you can simply click a player's name in game and send a report for the reasons Gun Media as listed as ban-worthy, and Gun should be able to look through the game and see what happened. I know this is a stretch to ask for, but there has to be some way to implement it, because other games have something similar to this. If not able to report a player to get banned, at least a vote to kick of at least 4 people in a team of 7 should suffice to remove the player from the game. This would hurt the game, as there would be one less counselor, but they should scale Jason's cooldowns accordingly or something to compensate. I'm getting all types of creative here. Anyway, if anyone has another further suggestions, I'd love to hear them. Good luck on Crystal Lake, nubcakes
  9. Just wanna say I love this game so far and I feel it has so much potential to become the best in it's genre. With updates and support I don't think this game will go any where. Here are some ideas of what I would love to happen in the future for this game: NEW ITEMS: Soda Can that replenishes 25% of your current stamina, and gives you a 25% overall stamina pool increase. Effect lasts for a couple of minutes. Relaxing Pills that make holding your breath last twice as long and lower down your overall fear meter. Effects last for a couple minutes. Beer that lowers the amount of damage you endure but increases stumbling chance. Will also delay being put into "crippling" movement state for 45 seconds when your health drops low enough. Effect lasts for a couple of minutes. Wooden Barrel Shield - Can be used to shield an ally from attacks or defend yourself from blows and can absorb up to three melee attacks from Jason. (two attacks if he is empowered in melee). Shield is immune to grabs from the front. Enter combat stance to use. (max of 1 per map) Backpack - When picked up, the counselor will wear it on their back and it will give you two extra item carrying slots. Sprint speed and stamina recharge speed will be reduced by 20%. (max of 1 per map) Bicycle - Cannot carry a Large Item while using. Speed is faster than the fastest Counselor. If Jason hits you or you get hit by a throwing knife while riding on bike, you will fall off and be instantly put in "crippled" movement state. Stamina does not recharge unless you sit still with bike. (max of 1 per map) Canoe - New way to escape via water but very slow. Will have to find an "Oar" on the map to use the canoe. Will not alert Jason if you board the canoe. Small Canoe icon can be seen by Jason on map. One counselor with one oar will have lower top end speed and harder traction. Two counselors with two oars will have increased top end speed and improved traction. Jason can tip over the canoe just like the boat. (max of 1 per map) TV that can be turned on to make some noise in some cabin's. Essentially new variety item skin for the radio. (max of 1 per map) NEW WEAPONS: Spear - Slow attack start but good range making it ideal for poking near windows or a door being broken down. Hammer - Slightly slower, smaller range but high stun chance. Oar - Decent range but very high break rate. (max of 2 per map) Taser - Similar to pocket knife but less stun on Jason and will not work on traps. Screw Driver - New variety item skin for the pocket knife. Ice Pick - New variety item skin for the pocket knife. Bow & Arrow - Large carrying item similar to beartrap. Must set arrow and then single shot use. Cricket Bat - Similar to baseball bat but less stun chance. Army Knife - Best durability weapon but shortest range. Can also be sacrificed to let one of Jason's traps go off. Nail Gun - Can be used to further upgrade a barricade to make it more sturdy or as a weak ranged weapon against Jason with limited ammo. New Game Lobby Customization Options: Game can now be set to 20 minutes, 25 minutes, or 30 minutes. Friendly Fire can now be turned off or on. Counselor Duplicates can be set to off or on. If set to off, duplicates of the same Counselor cannot be picked. Jason voice communication with counselor's can now be turned off or on. Counselor damage intake can now be set to Reduced, Normal, or Increased. Jason damage intake can now be set to Reduced, Normal, or Increased. Item Spawn for the map can now be set to Reduced, Normal, or Increased. Door Durability and Barricade can now be set to Reduced, Normal, or Increased. Weapon Durability can now be set to Reduced, Normal, or Increased. Perks can now be set to disabled or enabled. New Realism / Hardcore Mode: (New Game Mode for F13) Minimap for players on the bottom right is disabled You will not be able to tell who is dead or not when pulling up the player scoreboard (death screams in game will still be heard) Pulling up the map will not update what objectives have been complete or are currently in progress. Counselors can no longer check their map to find the location of Repair Parts that have been dropped. Music sound queue for Jason is disabled until you spot him or see him in your sights / screen visual radius Fog will shift in and out during certain areas making surroundings slightly more ambiguous. The closest power generator to the phone now needs to be ON or repaired in addition to the phone box in order to call the police. When counselors "stumble", they now lose 10% of their stamina. Counselors can no longer escape the main road exits with the car when driving in REVERSE, and must turn around and go forward with the car to successfully escape. The car now permanently breaks and cannot be used after FIVE times of Jason smashing the car. NEW Counselor Changes: Counselors Can now "Whisper" by pressing the Mouse Scroll Key button (or a separated key bind) ONLY during crouch. Whispering causes Jason to have to be a lot closer to hear Counselors talking. Whispering will not be picked up through radios and cannot be used to communicate with other counselors far on the map. Counselors can now hide in Bath Tubs or Close Shower Curtains in bathrooms. Showers can now be turned on inside in some Cabin's and this will create some noise similar to a radio, BUT with much less radius. It will simply light the cabin red if Jason is close enough. Counselors must now execute the prompted button key required if they are wielding a pocket knife and Jason grabs them to use it. Firecrackers now cause counselors to stumble and take a small bit of damage if they get too near. Firecrackers and Flare Guns are now friendly fire prone. Counselors can now disable "lock-on" on towards other counselors by pressing a specific key bind. Stumbling now causes counselors to lose 10% of their stamina. Shotgun blasts can now break windows. Shotgun blasts can now damage Jason or counselors if shot through windows. DOORS: Locked doors now take two hits to break for Jason instead of one hit. Locked doors can still be broken in one hit only if the Jason is empowered in "Destruction". NEW JASON CHANGES: Jason is now vulnerable to attacks while attacking a door. Jason is no longer completely immune to bear traps when blocking. Jason can no longer block firecrackers or flare guns. Jason now has one second and a half of charge time on his kill moves if he connects a grab on a counselor five seconds after using the "Shift" ability. Environmental kill moves are not affected by this charge time and can be done instantaneous if in proximity. Breaking 'opened' windows hit detection slightly improved to prevent some weapon swings to miss frequently. Extra furniture props can now be broken by entering a small cinematic sequence once performing the action button such as; big couches, giant bookshelves, giant tables, etc. (none of these are furniture that have items in them) Knocking on a locked door will now slightly increase fear of counselor's that are in the cabin. MELEE: Jason can now perform a swift attack with his weapon while he is "running" or speed walking by holding down the attack button for one second and then releasing. This attack recovers a few frames faster than the grab attack and has more range. (Jason will not come to a stop when using this attack and can continue to run or speed walk) THROWING KNIVES: Picking up throwing knives from the environment is now a bit faster and more efficient. (DEVS ADDED) Throwing knives can now be thrown at a window to break the glass. (DEVS ADDED) Throwing knives can no longer be blocked by counselors. Throwing knives can now headshot counselors. If at full health, a counselor will instantly become crippled. If less than full health, and counselor will be instantly killed by a headshot. Throwing knives aimed and thrown at a counselor's leg will drain 20% of their stamina upon impact. Throwing knives can now be thrown at a bear trap placed by a Counselor to set the trap off. TRAPS: Traps can no longer be stacked on top with each other. Traps can now be recovered or picked up on the map with a total of three extra to find. One of them will be in Jason's cabin to collect. New ability to place down a "fake" bait trap with just leaves. Jason will enter his usual "placing trap" animation but just put leaves instead but the sound effect will trick counselors. These fake leaf traps expire after 30 or 60 seconds and only two fake traps can be set out at the same time. Traps can now be set on boat docks. Traps can now be set in cabins. Traps that were not "triggered" can now be repicked up by Jason to place in a new position. SHIFT: Jason can now be hit out of or during Shift active frames. (this includes bear traps, shotgun, firecrackers, etc.) When Jason enters Shift, it now activates a brief distinct sound queue to alert nearby counselors. (this does not happen if Jason has Stalk active) MORPH: The selection point on the map where you choose to Morph is now more accurate when you teleport there as Jason. (DEVS ADDED) RAGE: Once Rage becomes active, all stun time on Jason is now reduced by half. Once Rage becomes active, Jason becomes invulnerable during Shift and it's active frames. Once Rage becomes active, Jason gets a slight movement speed increase when he enters Combat Stance. Once Rage becomes active, Jason's melee attacks recover faster when he is in Combat Stance. Once Rage becomes active, Jason can now walk while holding and aiming a throwing knife. CAR: Throwing knives can now be thrown at car tires to make them slightly increasingly difficult to drive. Car windows can now be broken and this will just allow throwing knives to be able to connect on a player in the corresponding seat. Jason can now manually hit and stop a car going in reverse by getting behind it and performing an "E" key action command when prompted as the icon appears. Counselors can no longer escape the main road exits with the car when driving in reverse, and must be going forward with the car to escape. JASON PART 7: "Grip Strength" ability in Strengths now removed. New strength ability now added called "Bleeding Lacerations". Bleeding Lacerations - Jason's melee weapon strikes with his machete now cause a "bleeding" effect on a successful non-blocked strike to a counselor. Bleeding effect causes a counselor's health to drain very slightly over time and immediately enter a "cripple" movement state for ten seconds. "Water Speed" ability in Strengths now removed. New strength ability now added called "Compact Flesh". Compact Flesh - All weapons that hit or are blocked by Jason have double break rate, effectively halving their overall durability. NEW PERK IMPLEMENTATION FOR JASON Perk abilities and unlockables now added to Jason. Jason can have a max of one perk equipped to each load out. New Perk - Hunter - Traps capture Counselors for twice as long. New Perk - Sharpshooter - Throwing knives now deal double damage. New Perk - Collector - No cinema action required for picking up a Throwing Knife. Just go near and tap action button to pick up instantly. New Perk - Unstoppable - Pocket knives will not stun Jason after he drops the Counselor. (they will just disable his special abilities and attacks for five seconds) New Perk - Untamable - Negates and bypasses any tasers. New Perk - Fireproof - Stuns from Flare Guns and Firecrackers dramatically reduced. New Perk - Nightmare - Amplify Counselor's fear and cause their fear meters to shoot up more rapidly. New Perk - Silent but Deadly - Further increase the effectiveness and duration of Stalk. New Perk - For Mother - Rage meter increases quicker over time. New Perk - Unforgiving - Shift is learned first instead of Sense during the beginning of the game. New Perk - Cloudy Weather - Cause a heavy thunderstorm to plague the map slightly obstructing counselor's vision once Rage becomes active. New Perk - Tyrant - Maximum health, damage sustainability increased, and mask is harder to knock off. New Perk - Enraged - Melee weapon attacks now drain 20% of stamina from counselor's per hit. New Perk - Speed Demon - Overall move and top end speed slightly increased. New Perk - Terrifying - Increase counselor's overall chance to stumble by 10% when around you. New Perk - Stalker - Stalk is learned first instead of Sense during the beginning of the game. New Perk - Constructor - Placing a trap efficiency and speed increased by 50%. MATCH MAKING You can now select language preference when searching for public games. New key bind and option for "mute all" button added. New option to "report player" after a game has finished. Max of three reports per day allowed. Once a player receives enough negative reports, they will be placed in "low priority" match making system which will make them more likely to match with other users in "low priority". Players placed in low priority state receive half XP and CP until they complete a set number of games. TOMMY JARVIS: Tommy Jarvis does not pre-spawn on the map during the "intro movie" scene for the player until AFTER it is fully completed. The player who has been chosen to be Tommy Jarvis now receives a message: "You have been chosen to come back as Tommy. Press A to come back" with a 15 second timer attached. If the timer runs out, it will pass on to the next player. Tommy Jarvis can no longer reach "level 4 fear" where his screen becomes dark and he loses vision of the mini-map. If you are the last person to survive as Tommy Jarvis, you receive bonus XP. If you survive simultaneously with another final remaining counselor(s) via boat or car, you receive bonus XP. Each time you successfully help a survivor break free from Jason's grab, you receive small amount of bonus XP. Each time you heal a counselor, you receive an additional small amount of bonus XP. Killing or "betraying" a counselor is now -1000 points as Tommy Jarvis. JASON'S MASK: If a counselor escapes or survives the match with Jason's Mask in their inventory, all players receive bonus XP and CP. MINI INTRO CINEMA When the game starts, the player who has been selected to be Jason will have their Counselor selection "killed" by their Jason in the intro instead of it being the same guy 24/7. MOVIE SPECTATOR CINEMA MODE: When a player is dead or they survive, they can choose to enter movie cinema mode which will automatically follow the counselor(s) being chased by Jason. The camera will also shift between players and prioritize to those doing action themed events such as filling up cars with gas, installing batteries, propellers, repairing electricity, fighting Jason, etc. New camera angles that cover more space, screen size, and combination of camp camera when needed will also ensue and happen as fights and dramatic chase sequences occur. Just sit back, grab some popcorn and watch the action ensue as your team tries to survive the rest of the round. AFTER DYING OR SURVIVING A ROUND: Ability to roll perks, customize character clothes appearance, or equip / change load outs is also available to spectators that have survived or died while they wait for the remainder of the round. You now receive bonus 20 XP and 10 CP for each remaining minute you spectate until the match is complete. New camp cameras have been added increasing the total numbers of them on each map. Players can now type to each other with a text box while spectating. (only players who survived or died can see texts) The progression tab and badges can now be viewed while in spectating mode. QUITTING GAME / PENALTIES: If someone playing as a counselor leaves the game, their character will immediately drop all of their inventory and remain alive (idle) and available for Jason for scoring a kill if found. When someone leaves a game before dying or surviving, they will be rewarded with only half of the XP or CP that they accumulated for that game. Players now have the option to reconnect to a game that they left if it is still running. "Mother's Disappointed" -1000 points penalty and loss if leaving a game as Jason. Penalty for betraying and killing a team mate as a counselor has now been increased to 500 points. (DEVS ADDED) Multiplier of 2x penalty deduction added for consecutive team kills and betrayals by the same counselor. Total amount of times a player has performed a "Betrayal" is now added to their profile. Killing blows from bear traps for counselor's do not add to the "Betrayal" number on a player's profile. "Completionist" Total amount of times a player has stayed in a game all the way until the game was completed is now added to their profile. Thoughts? Post here and feel free to share.
  10. I have an idea to let friends join in, in the offline mode (or private match) as coop or vs. To play against a bot Jason, or to play as Jason against friends and bots. Of course that would be an option in offline mode to accept/invite players or not, as you would want to play offline mode offline as well. To be able to fill empty playerslots with bots in both offline mode and private match/quick match. Notified the devs and got an answer on twitter. Hope something might happen soon. https://twitter.com/F13GameSupport/status/873181714671120385?s=09
  11. To Wes, Randy, Ben, Tom, Sean, Harry, Kane, Voice Actors, GunMedia, Ilfonic, the Mods here, Backers and anyone else involved i forgot to mention. Just thought i would say THANK YOU for creating a game truly faithful to one of my favorite franchises. It got a rough start at first but is fast getting on track. I hope you guys/gals have a glass of your favorite poison and know that the fans of the franchise applaud your efforts and hard work. I hope to see further love to this game in the near future. This is not a topic for debate or any hate (There is room elsewhere for that), just as a thank you from me and anyone else who wants to speak up.