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  1. 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 half of your stamina bar once used. 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 30 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: 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 Pulling up the map will not update what objectives have been complete or are currently in progress. Music 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. 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 Flareguns 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. NEW JASON CHANGES: Jason is now vulnerable to attacks while attacking a door or performing certain environmental actions. Jason is no longer completely immune to bear traps when blocking. Blocking a bear trap will now slightly reduce the stun time instead. 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. Jason now has an extended brief window (one second) of vulnerability from other counselors immediately when grabbing a counselor on the beginning frames of animation. 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 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 window to break the glass. 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 placed in close proximity 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 beartraps, shotgun, firecrackers, etc.) When Jason enters Shift, it now activates a brief 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. 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 hit and stop a car going backwards by getting behind it and performing an action command when prompted as the icon appears. 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 for five seconds) New Perk - Untamable - Negates and bypasses any tasers. New Perk - Fireproof - Stuns from Flaregun 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. 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 individually mute players during game 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. 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 ensure 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, 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. Total amount of times a player has left a game before the game was completed is now added to their profile. Thoughts? Post here and feel free to share.
  2. Now Guys I Know we All want Pre Jason X And i do too This is what i think should be the stats and to me make perfect sense also this is my opinion so please dont complain but i would like you guys to share the idea of this with me Jasons Strengths +Stalk Because in the movie you see him do many stealth kills including snaping a guys neck with no one noticing slicing a womans neck in the dark and more [sorry if i dont know the names been years since i watched it] + Stun Resistant i think he should be stun resistant due to the fact he gets shot by many soilders in the movie with no effect only time he got knocked down by shots was when she shot his leg off for example when the guy tried to shoot him as he was being grabbed jason was unphased by the shot +Morph he always seemed to be back at the control panel area and can get around fast so it makes sense either this or shift Weaknesses - Cant Run Hes undead and he never ran as a undead Jason ever and besides its not like the devs will change that since all undead Jason versions will be like this - Traps he definitely wont use traps in space - Water Speed Doesn't swim in movie and couldn't think of anything sorry Also his weapon without a doubt is the futuristic blade or his machette Please reply what you think and i hope you agree the thing that is a MUST is Stalk to me its the Jason that deserves it the most in my opinion hope to see you again
  3. I was giving some thoughts to how counselors and their stats work. Some stats seem to have almost no bearing on game play and it is kinda hard to assess the value of others. Here is my idea: Have each stat reflect a % bonus to certain things based on the score. For example: A maximum stat is 10. On a 100% max bonus scale divide 100/4 = 25%. A score of 10 translates into a 25% bonus to something tangible in-game (or a 2.5% bonus for each stat bump in score). Additionally, have 1/2 the % bonus apply to a second thing governed by the stat. Basically you'd have a high stat bonus and low stat bonus for each stat. Let us look at Kenny for a sec. He is mister balanced. Kenny would have a 12.5% primary bonus on stats, and a 6.25% bonus to secondary attributes governed by stats. So how would stats work? Baseline bonus + perk modifications. Each stat would grant a primary bonus to the counselor and a secondary bonus. Let us take Stealth: Stealth's primary bonus may be to reduce noise generation pings. The secondary bonus might be to grant a bonus to fear reduction when in a hiding place. Composure: Composure's primary bonus would be fear mitigation (reduction in the accumulation of fear). The secondary bonus might relate to overall Sense avoidance chance. Strength: Strength's primary bonus would be related breaking free of Jason's grab. The secondary bonus would increase melee stun chance. Stamina: Stamina's primary bonus would be to your stamina pool. The secondary bonus would be a regeneration bonus that kicks in when Jason is not around. Speed: Speed's primary bonus would be related to sprint top speed, The secondary bonus would relate to how fast doors can be barricaded, hiding spots entered or left, windows crawled through, etc. Luck: Luck grants better RNG chance to find items in drawers and not take damage by climbing through broken windows. Secondary bonus governs bonus to how long a melee weapon lasts before breaking. Repair: Primary bonus reflects the reduction in difficulty of a skill check. Secondary bonus reflects the chance that a missed skill check won't notify Jason. Under these guidelines, Kenny would have a average 12.5% primary bonus, and 6.25% secondary bonus without the use of Perks. No perk could make a bonus exceed 100%. Just kicking around some ideas to make stats more relevant in general. I do think they should all govern two aspects of gameplay (greater/lesser degrees).
  4. Hi! So mostly every game I play once someone dies or is not Jason they just quit the match and that's always annoying to everyone in the game. So I thought that if people leave matches over and over again they could receive a penalty that wouldn't allow them to play for a certain amount of time. The time would increase every time they leave a game. Most games have this feature but it could help stop people from leaving when they don't get their way .
  5. Hello, After play for a while this is my lists of suggestions and bugs what i see. BUGS: 1. Only on "crystal lake" i dont see glitch on the roofs where some cheaters hide from Jason, and he cant do anything against them. Fix roofs glitches/exploits hidespots. 2. Game crash so often its so annoying. 3. Empty lobbys: quick match, then u alone in lobby. 4. One time our match even everybody killed and/or escaped cant over. Match over when all time reach 0 minutes. 5. Sometimes Jason even sound of killing someone done, je still keep walking with person in he's hand Thisis what i think most annoying what I personally see/find. SUGGESTIONS: 1. Please remove double lobby! Quick match, then we waiting people, then we see another lobby? Shy whats the point? Again whaiting? Match must start immediately after first main lobby after everybody ready, so we dont wasting time. 2. We need host migration option 3. We need penalty for betrayed maybe 10k or something serious, so people start really think if they planning to kill u. Also I think if people out map location or use some exploits also must receive huge penalty 4. From all Jasons what we have only two can run, only two (part 2 & 3), please in future dlc add Jason with who can RUN. 5. More BLONDS hairs counselors like in MOVIES! 6. For every dlc add achievements. For new maps, for single player, for play every new counselors, new Jason etc. 7. In my xbox live security online options I block sound, messages from everybody who not my friends. So i must dont hear anyone except my friends and dont SEE descriptions on the screen during gameplay coz they must MUTE automatically because my xbox system security. Friday 13th game only game so far I play not work properly with security of my xbox security settings. And last one maybe most important for me: Version for XBOX ONE X please in native 4k! Thats for now. Hope more quick xbox one receive updates in future;) THANK YOU FOR GREAT GAME:)
  6. Hi guys its FlameRiderSD i was noticing one thing that i found strange in the early trailers Jason has different weapons for example part 3 Jason had a machete in one part 2 had a spear part 3 also had a pitchfork and pick axe when the game came out you couldn't switch weapons and it was weird all future trailers had Jason with only and ONLY default weapons i want to have different weapons in the game please because in the movies he never used one thing he always used even the littlest things like a corkscrew knives, cleavers shards of glass, a sauna rock and other things Jason should have the ability to grab a weapon In game and use it the only explanation i can think of why this isn't a feature yet is because it would mess with the kill wheel thats it since you'd have to have kills for each weapon My Solution: Make A Weapon kill menu make it all weapons have there own kills you can customize and make have diffrent kills a match all weapons would have 2 hand kills and 2 weapon kills this is my opinion and i hope you reply to use why you atleast cant make this or why it isnt in yet this has been FlameRiderSD Signing out
  7. I think that XB1, or I guess any platform, needs host migration. It happens too often where a host rage quits and no one gets XP because the game suddenly ends. It would be great to either have host migration or to have the XP already earned so far be rewarded upon match ending.
  8. I think that XB1, or I guess any platform, needs host migration. It happens too often where a host rage quits and no one gets XP because the game suddenly ends. It would be great to either have host migration or to have the XP already earned so far be rewarded upon match ending.
  9. I've recently LOVED Friday the 13th since I'm such a big horror fan. Especially Friday the 13th. I just love gaming, and I love immersion. So I've been thinking.. Could it be a possibility for a First Person Option? I understand for us console users don't have enough buttons for a change of camera, but I figure perhaps in Options, there could be a "camera settings" tab for the change of Third Person and First Person. I really love immersion, and to step into the eyes as a psychopathic serial killer, or one of the victims would be quite interesting. Also featuring Jason's Grab Kills and Environment Kills in First Person would add a whole new look. I mean, I just feel it would be a nice option for people who love feeling immersive, rather then Third Person all the time. Ya Know?
  10. I tried searching for what I'm about to post, and couldn't find anything specific. This suggestion might remedy Issues players are having, I.E. shift-stalk-grab-kills/jason spamming grabs/players NOT playing the game the way It was Intended. Make the Pocket knife a weapon you can pick up, like a baseball bat, wrench, etc. When Jason grabs you, you still get the Instant break free-lose pocket knife result the only difference-It will eliminate the reliance on pocketknifes/hoarding. Now, to balance gameplay.... Make all weapons have a 'help-you-break-away' feature. Example, If your character Is healthy and equips a skillet before Jason grabs, your chances of breaking free(composure) should drastically Increase-and of course Jason's ability to perform a GrabKill should decrease-because the skillet can 'stun' Jason (also It's smaller, realistically you would be able to use It better in extreme close proximity). Another example, If your character Is wounded while holding a baseball bat, and Jason grabs you, the reverse, You will have a harder time breaking free/Jason will have an easier time preforming a GrabKill. The smaller the weapon the easier It Is to break free/harder It Is to fight and vice-versa the bigger the weapon the easier It is to fight/harder to break free. Balance will come from players.....using teamwork 😱😱😱 I don't think this will alter combat In a negative sense. IMO, it will eliminate pocket knife hoarders, force people to play correctly, and lastly make people 'get gud' combat wise.
  11. This game is really good and ,much fun overall but there is alot of glitch spots on this game. First of all the glitch to get on top of the packanack lodge By going into combat stance tune crouching behind the door on the second floor to the very left where a window is where the balcony is at then continue to crouch until you get out of the door, It is really annoying primarily because of this glitch, there is 2 on Higgins involving the 2 storied place, the one being by the chair of the left of the second floor haven also in combat stance then crouching on the chair you would proceed into a room where Jason is unable to get you in unless you by the walls of the room, another one is to the very right of the room next to the bookshelf go into combat stance again and proceed to crouch the you could glitch through the wall and I assume you can move behind the bookshelf I dont know because I didnt see the person who was in it get in it in the first place he just showed me how to get in the wall. Apart from thst the game is really good and fun one of my suggestions and since I dont want this to be very long I was wondering if by chance you couled add more Councilers especially the poor guy that died in the cut scene, if by chance able to change weapons for Jason, a perk rarity chance where you can roll a perk and the chances of getting said perk would increase for example 600 for uncommon 800 for rare and 1000 for epic and 500 for common and poor, and Jason's father to be in this game. And this is my first post on this website I hope the developers could read this and fix the glitches and would by chance implement the suggestions I mentioned that would be good
  12. So in Jason takes Manhattan, Jason scares off a group of punks by turning and raising his mask towards them. What if Jason can raise his mask temporarily, and anyone who sees him suffers a fear penalty, like seeing a body? (Only if you stare directly at him.) While his mask his up, he could suffer more stun penalty, (Easier to stun, or more time) And would have to stop and put it back down. It would use the Q slot, like the sweater.
  13. All of this Packanack Lodge roof climbing sure ruins the game a lot. Two games in a row I noticed a bunch of people running on the main house roof the entire game. One thing that I thought of, and could reduce roof glitches, is adding ladders on both Packanack and Higgins Haven stages. I am sure that this has been mentioned before on different threads but as I can see it, this is a step in the right direction. Both counselors and Jason should be able to climb ladders, and Jason could even use shift on ladders too.
  14. Hey , people what do you think about a mode that jason fight military forces like part 9 and Jason X.
  15. As someone that sets up completely different perks on all of my counselors and also playing random counselors i would like to have the perk icons present on the side of the screen and a breakdown of the active perk effects on either a pause menu or the map screen so i can better play to my counselors perks i set up instead of memorizing all my builds.
  16. Hey , Devs and people here a list of what i've encounter myself or seen and what to fix and change. - Suggestion - - Add environnement change such as rain on all map. - More random change for car part , weapon etc... - Add a window (notification) for each cloth , DLC added or unlocked after getting a level. - Add new weapon. - Add part 4 map and part 4 jason. - More distraction items for counselors. - New way to kill jason with Tommy or counselor. - Add Pamela Voorhees. - New counselors. - New perks. - Add host migration. - Add wet effect on counselor and jason when in water and after getting out of water. - Feedback - - When spawning as tommy make him spawn with a pocket knife. - Remove some Tommy quotes such as i have to escape by adding another. - Change Tommy fear meter by angry meter more angry he is more damage he do and break free more easily. - Increase Tommy status as a hero. - Reduce Jason's grab range - Add a cooldown between each grab as jason - Make combat system more dynamic as both counselor and jason. - In private match add a setting allowing to set who is gonna be tommy jarvis once two players is dead requirement is the assign player to be dead or the game will choose randomly. - Fixes - - Fix a glitch allowing player to get out of map on packanack as counselor. - Fix a glitch allowing Jason to get out of map on packanack. - Fix a bug that occur when jason is grabing a counselor in a car and make flip the car. - fix an animation when jason is grabing a driver he look as he is grabing passenger. - Fix a flying corpse when grab killing as jason. - Reduce latency. - Fix an exploit allowing Jason to be immune from bear traps when in combat stance. - Fix hitbox when jason have grabbed a counselor as a another player try to help him he does not hit him. - Fix a bug that allow counselor to avoid trap set by jason near driver door if he got the key. - Fix facial animation on counselor (chad and bugzy mostly). - fix an issue when getting a disconnection to not be able to join game you have to restart the game to work again. It's everything i've seen and encounted for bug , exploit and glitch as for feedback and suggestion tell me what you think.
  17. Hi All. I love this game. Having tons of fun playing. But sometimes after you die it can be a little dull watching the other survivors. Especially if they're just hiding under a bed. How about allowing the spectators to do a little more while they're waiting? Perhaps they can roll perks or change clothes. (But prevent the changes from going into effect until next game so that if they return as Tommy Jarvis they can't change their perks mid game.) Or maybe you can add a mini game? Or some sort of CP Betting system? Where the remaining survivors can bet the experience they earned in the round on who will live, who will die and how and when and where? Ka-Pow!
  18. Right now I feel like the male counselors (not including Tommy of course) have very little role to play in things. Their only role is being able to do DAMAGE to Jason in a kill attempt. Vanessa is a better fedex/distraction/runner than Chad OR Buggzy, even Tiffany is better because she's quieter and has more stam. Deb is a better mechanic than Adam or Lechappa, heck even AJ is better as a fixer than a biker dude that you'd think would be a grease monkey. and obviously virtually all of the females are better at stealth (with the exception of Vanessa) On top of this a female counselor is required for a Jason kill, you don't need any male counselors just 1 female counselor can die and come back as Tommy for the role. You see entire lobbies of AJ's, maybe a Vanessa, maybe a Deb. Male counselors need something , with strength not being that important for stunning, it just doesen't work out well. I thought about maybe a driving skill, like Adam would be the best driver, improving speed and handling of the car, but of course that'll be called sexist if the males are better at a particular role than females. So what do you do? How do you break up the all female meta?
  19. I'm thinking the new -1000XP penalty for teamkilling might be too high. Mind you, in an ideal-world that doesn't contain people intentionally trolling and griefing, it would be fine. I am, however worried about people running in front of cars to try to block them to force them to be let in, or get mowed down to "harm" the driver who "deserted them" that sort of thing, or accidental kills via traps. I'm thinking of something like the following: This could be implemented "per match" but it would be better implemented as a per-account setup, if possible. I would start the first kill penalty at -250xp, the next at -500xp, the third at -1,000xp. Ideally, if it were account-based, this would "burn off" at a rate of something like 30 minutes, an hour or two hours (variable depending on dev needs, or possibly even by the number of teamkills in a period (say 24 hours). It stays at 1,000xp for every additional TK that happens while you're at that high burn level, and it resets and/or raises your duration before it "burns off". After enough time passes it "burns down" one level. After more time passes with no TK, it "burns down" another level, etc. until you're back to 250 for your first. You could also of course start at -100xp, then -250xp, etc. The specifics of the numbers, burn off times, etc. are of course left up to variability or needs. Thoughts?
  20. My suggestion is that the player has the ability to choose when to use the walkie-talkie. Perhaps a button could be mapped that would switch the player from the local in-game chat, to the walkie-talkie chat. Three reasons why i believe this should exist: 1) If players arent playing the objective and are just having fun, making jokes, and being loud on voice chat. This play style is totally fine with me, but it would be nice to choose if I want to listen to it through the walkie-talkie for the remainder of my game. 2) Sometimes it can be very overwhelming when you pick up the walkie-talkie and 6 other people are all screaming and you cant hear the game itself. There are a lot of audio cues in this game and sometimes the chat audio overpowers them. 3) My last and most important reason for the purposed change to the walkie-talkie system deals with the proximity chat function of the game. It can be very confusing when you have a walkie-talkie and the player you've teamed up with does not. Trying to stratigize with someone locally and not confuse the person across the map on their walkie-talkie (or vice versa) can confusing and frusterating. Furthermore it can be difficult to hear the person your working with locally if people on the walkie-talkie chat are being loud. Also, while this is a co-operative game, sometimes its in the best intrest of players to work in smaller groups of two. For example, the boat. If ive been working with another player to get the boat parts, I dont want to have to broadcast to the other players that we have the parts and are about to leave. They rush the boat and we all die lol. Overall i think my biggest argument for the change to the walkie-talkie system is strategy.
  21. I agree with jason not being over powered and would hate to see a sustem innplace to further empower counselors. It is not just thematically appropriate but encourages unique the unique gameplay i hav found so refreshing. So all the preamble out of the way. Counselors should be rewarded for gameplay that may lead to their demise but ultimately helps the team. In my experience on of the most valuable teammates is one that can kite jason continuously. Having a slow accumulation of experience for constantly kiting jason would be a great reward. However i acknowledge this could be abused. Especially in private matches. It isnt a perfect idea but one that could be flushed out.
  22. Let's face it! When you're injured you're dead if you don't have medical spray, and your teammates kind of feel helpless. But what if they add a holding hands mechanic? lol. Think of it. You're not injured but your friend is, you grab his/her's hand and there speed increases, but yours decreases. You guys will run at the same speed.
  23. First of all lets gather all our ideas in one topic please.... easier overview for @Wes @randygbk and all of us too Ok so the first idea I had was adding different times of Day to the maps. Playing at dawn or dusk or at noon adds a whole new feeling to the already existing maps. Second good idea i saw on here was by @FamouZ who suggested to add RAIN to the maps. This is a GREAT IDEA! maybe even adding slight gameplay alterations with this. For example. the car could be harder to steer as it slides around on the mud, Players /(both jason and Counselors) could be slower or it is harder to stand up after jumping through a window or when Jason gets knocked down. you know Deep Mud is sticky But I go one further even: add SNOW. early on backers agreed that a Winter map would be damn cool, blood on snow looks amazing, footsteps could be visible etc. Counselors could even be forced to frequently visit the Campfires as their Body tempretatur could drop which slightly raises their Fear-Level. Which leads me to second nice idea i came across on these boards: its is from @fourkillmaster and it is HELLSCAPE versions of maps. Here is his original idea: MORE MAPS: What this game DESPERATELY needs in my opinion is more maps. It was early on mentioned that Jason Takes Manhatten (Subways / sewer system, SHIP, Time Square) and Jason X (spacecraft) could be options for later down the line and that would be damn cool.
  24. I would love to see a dialogue wheel. I find the game most fun swapping the controller with my girlfriend. Most times i dont have a headset on. I feel like a dialogue wheel with options, like how battlefield has, would be an excellent way to participate when i dont have a headset, my dogs are being loud, their is a language barrier, or the people i am playing with are just off putting. being able to have a character convey over walkie about which items i have, something i found, or jasons location could go a long way toward team play with those of us that can be shy in online voice chat. noy yo mention how some guys are just not cool to female gamers. The button layout is currently a bit clunky but i feel a button could be freed up to allow a contextual dialogue prompt selection.