Search the Community

Showing results for tags 'griefing'.



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 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. This is for the developers: if you were to add invisible retractable counselor guards (like the cow guards that trains used to have), you could push counselors out of the way of moving vehicles without causing any damage to them. While the vehicle is stopped, the guard would be retracted into the vehicle. Before moving forward, the forward guard would slide out and push counselors aside, before the vehicle starts moving. The physics would need to be toned down, or turned off, for when a vehicle hits a counselor at speed, but that should be extremely easy to account for. The same goes for moving backwards. The guard has no effect on Jason, so he can still stop the vehicle. This should completely eliminate all TKing via vehicle. Obviously there will be some tuning required, but I don't see any situation that can't be overcome.
  2. I usually write these kind of posts in existing threads, but they're longer than most and probably go over people's heads a bit. Which is understandable, so hopefully making this its own thread will get some more discussion going. I really just want to see what people think, so I hope you guys take the time to read it and share your thoughts. Current Approach I don't think the current approach being taken towards game-breaking problems is enough. I feel it doesn't focus on the causes of the problems, but rather the effects. Because for every exploit that's fixed, and for every player that's banned, a new one will show up. And the process requires constant effort on the devs' behalf and ours, which isn't ideal or realistic. The TOS isn't enough to keep offending players at bay, and you have no idea how many of them there could be. This is something you have to realise and consider whether it is worth keeping the game the way it is, in return for also keeping the reasons for its decline. Real solutions need to be designed into the game, so that it can better maintain balance on its own without absolute need for supervision. So with that said, I'm talking about map glitching in this post. I also have ideas on team killing, players working with Jason and other issues, but I'll see how this goes first. Solution to Map Glitching Change the win conditions so that you cannot win by timeout. Counselors must escape the map, or kill Jason, to survive. My thinking is that making this one change will contribute to stopping this problem and a few others, and encourage a more legitimate playing style. As a side note, this would actually be truer to the movies if you think about it, which makes sense for a game that draws so heavily from them. It would also up the tension and bring some fear back to the game, which is now largely lost due to high-level counselors easily taking advantage of Jason. But I digress. Map Glitching is a direct result of the game allowing you to win by simply staying alive. Because if Jason can't access where you are, that is a guaranteed win. Which is the reason why players were motivated to glitch in the first place, and why they will continue to hunt for new areas and new methods of glitching post-patches. Players could still do it temporarily for other purposes, but at some point they must get out in the open, and whether or not they run into Jason, if they don't escape then it counts as a kill for him. Additionally, this would also discourage tactics such as looping exploits, hiding the entire match, blocking entrances off with cars, whatever else people are doing or will think of in the future. While it's not against the rules, it's definitely not playing as intended either. Things like these continue to cause frustration and disband lobbies as a result. Such tactics would now take away the time for you to work towards an escape, rather than enable you to win by stalling for time. It would also encourage more players to work together to complete objectives, which would be mandatory to win. Of course if the cops are called, everyone can just sneak out. And that's okay, because you're still actively playing as intended and you can still fail. But just as you should not be able to hide anywhere Jason can't access, you should also not be able to infinitely loop around Jason, or do nothing at all and still have a chance at winning (even if it's small). Questions Q: What does it matter if someone glitches and waits till timeout, or till their buddies have finished completing an objective? A: It matters. Jason will always have a chance, because counselors will always need to escape the map at some point or take him on. It's not a complete solution, but it's a strong step in the right direction. It's not just about punishing the glitcher, but alleviating the frustration of the Jason player, because they could now walk away knowing the glitcher is just delaying the inevitable. For griefers, their main purpose is to get a reaction out of other players, so minimizing the impact of their actions would be taking away a lot from them. Q: But can't this also punish normal players who were simply unlucky? A: Of course I have considered that. Sometimes you do just end up in a bad situation, with no weapons, no items, you're the last one left and and Jason is on your tail. So with that in mind, perhaps this solution could include some upgrades for the counselors to lessen the blow, or some form of increasing their chances. But I think that's a topic for another post. The core idea here is to get everyone playing legitimately, not just subtracting people from the player base. Q: Why would other solutions, such as death in out-of-bounds map areas, not be enough? A: This is something I have read about before and might even be implemented. But again, it is fixing one effect of the cause, and I don't believe it can account for all instances of it in one swift move. This game is not exempt from the issue that all others face, which is a portion of the player base always looking for new methods to cheat, and sharing it for all others to use. And like other games, the probability is high that players will find another way. In this case, another way to abuse the condition of survival by timeout. That is the overarching problem. But take that condition away, and they cannot abuse it in any form. Conclusion Sometimes real solutions require bold changes. I think this could be a simple and elegant start to one, and it's justifiable considering what the game has and will continue to go through if the causes of its problems remain unchecked. Players can and usually do find ways to break the game's environment, but not its conditions of winning. I'll be the first to say there might be things I haven't considered, but there's only so much I can think of in the moment. I know people are passionate about the game, and I'm open to criticism. All I ask is you keep it constructive. Thanks for reading.
  3. What the title says. Got into a few matches so far with players joining as a group in public lobby and either helping jason physically (pointing locations out) or jason just outright killing everyone but their friends and letting them escape in car. Below is a list of the players involved, NERF being the jason and the rest counselors. They started the match sitting in a cabin in a group of three an proceeded to wait until jason killed the other 3 counselors (probably by pointing them on the map.) They then built the car, jason stopped it, stood and waiting until tommy (one of the players that died and was not their friend,) jumped out of the car, he slowly walked over and killed him, ignoring the car and letting them escape. Keep in mind, the counselors weren't in a rush, they were sitting there not even restarting the car. This is on PS4 and these are their usernames; [Omitted by Kodiak]
  4. First off, I love this game, as you can tell by my ranking. The atmosphere is absolutely incredible. The music, the lighting, it's all gold. From a counselors perspective, every round is a terrifying experience regardless of what level I'm at. Almost like the film Predator. Terrified and overwhelmed when I first started playing, and now at Level 60 feeling like Dutch towards the end of the film. Scared, yet prepared to fight to get out of Crystal Lake alive. There are some technicals hiccups and glitches that people take advantage of that I consider cheating, (I.E. map glitching) but those things iron themselves out over time through the cooperation of devs and the community. However throughout the two hundred plus or so matches I've played there's one thing that is unavoidable at the moment that absolutely destroys a quick lobby.... Team Killers. Team killing is a MAJOR issue. During these instances, without fail one of two things will happen next... 1. Before the round is even finished, the team killer(s) will leave once they've been killed to go find another lobby of victims. Or.. 2. The lobby is closed by the host. It literally sucks all the life out the match and potentially the lobby. You may hear some people on the forums defend Team Killing, saying it adds another layer or that it thematically makes sense. And while you may hear that on the forums, I have NEVER heard any person mid game who was excited about having to fend off an asshole counselor wielding a machete at them. And very rarely if ever in the F13 movies do counselors just start blatantly attacking one another with weapons. I know you implement a betrayal penalty involving XP, it doesn't work....Here's why... I recently was killed by a team killer. I messaged him as I normally do team killers to call them an asshole who is ruining everyone's fun. He gave me the usual charming "go fuck yourself" response. But this time I decided to ask the guy why he does it. I really wanted to know. His response was... "I'm already at a high level, I have all the perks that I need, I don't need the xp, and I love getting people like you angry."......This isn't a normal F13 gamer, this is a troll. A troll isn't playing the game to have fun, they have fun by ensuring others aren't. And a troll breeding ground is being created by allowing people to attack others with weapons. I know that people have the ability to turn off team killing in private matches, but doesn't it make sense that players in a private match are generally going to not kill each other anyway? Or if they are, they're all in agreement that that's what they're going to do? Giving hosts or whole lobbies the ability to kick people IS NOT THE ANSWER. This would cause more disarray. From my time with R6 Siege, I can tell you exactly what will happen... Counselors will be kicked because they're the last one alive and some people in the session will vote to kick simply to start the next round faster...Dick move and not fun. There's plenty of things counselors can do to each other THEMATICALLY to screw each other over that make the game fun and hilarious! If a counselor gets killed by a car, thats fine, shit happens. Driver still loses xp for not being more careful and you move on. Leaving behind fellow counselors as you drive off with the other set of keys and or phone fuse in your possession, totally approve, because it's something that chad would do and still leaves the players alive to attempt to survive the night. If a counselor runs into another counselors bear trap? Watch your step next time. Also, the counselor who sets bear traps shouldn't get a betrayal penalty if a teammate dies. I've seen trolls step into multiple traps on purpose to screw someone else out of xp and it really sucks, not the trappers fault. For the sake of the health of the casual players and the game itself, Quick Match team killing with weapons must be disabled. I cannot stress enough how damaging it is and every player I come across in quick match feels helpless when it happens. The only people who will cease to play quick matches if you don't allow weapon damage from counselor to counselor are trolls and griefers who are ruining the experience for everybody else. And they can feel free to play privately amongst themselves. Thank you to Gun Media and IlFonic for creating such a wonderful game. I hope to soon write a post of things that I love and things that can be improved upon, but this really needed to take precedence. If anybody wants to get in touch or to play with me, I'm on the PS4. My PSN name is Cult_Of_Nash
  5. Good rule of thumb. If you and your friends grief a player, make sure they aren't the party host. Shut it down real fast.
  6. So in horror movies, when a "survivor" accidentally causes the death of another survivor, what happens? They suddenly lose their composure, fall into an acute depression, and basically freeze in place with regret. How nice would it be to introduce something like that into the game. Wouldn't it add to the realism. Wouldn't it add to the suspense. Wouldn't it be a great way to shut down griefers?
  7. [GAMEPLAY] [EXPLOIT] - Map spot where only counselors can access, Jason cannot. I was playing as Jason (Part 3) on the Crystal Lake Map, eliminating all of the counselors and as I got down to the last couple I found that a player (ViBoy) had perched himself up on a collection of rocks on the southwest portion of the map, across the water along the rock wall. The counselor was able to climb up/access the rocks, but because I was in water form to access the rocks, I was unable to climb up to the counselor. The player's behavior made it appear as this was a known/intentional exploit. I tried teleporting around the area several times and ended up in the water each time. I tried grabbing, shifting, stalking, right/left clicking to grab/attack, moving all up and down the rock area, with no success. I rounded up as many throwing knives as I could (about 8) - I only hit once, it's a long throw with a slight up angle and rocks - and the counselor would move. This happened just the one time, I try not to play Crystal Lake now. The other players almost all left, electing not to watch the exploit. I am playing on PC/Steam account: daerus.