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Found 17 results

  1. This is probably already in the game, (or there's a thread for this already and I just couldn't find it), but I just haven't noticed it but I think there should be bonus XP if you're the driver of a car with people in it, perhaps +150 per counselor that escapes with you. I've seen way too many games when Jason is absolutely nowhere near and an AJ drives off completely alone in the 4 seater when they pass everyone without even teasing pickup. This could promote more teamwork instead of some actual little kid saying 'LOL bye' and passing by everyone.
  2. Does anyone else think that Jason should get more Xp/points for the counselors that quit when they are in the middle of dying? There's a quitter bonus on Dead by daylight and I think personally it'd a good idea for this game as well when all the Salty players that rage quit when they are about to die.
  3. I think it would be a good idea if there was something called "repair assist" in the game HOW IT WORKS: I pick up a part (for example the car battery) and I take it to the car. I then drop it for someone else to put in (which they put in successfully) The person who puts the part in obviously still gets the full xp but the person who dropped it off for them would get half the xp (I think you get 50xp for the repair so you would get 25xp for the "repair assist") WHY THIS SHOULD BE IN THE GAME: In my experience there have been plenty of times where I have been a character like Jenny and I have taken parts to the car or the boat and dropped them off for someone else to use to repair and I feel you should reward the person who helped get the part to the destination as well as the person who repaired the thing in need of a repair. Now to make it fair I don't think everyone who picked up the part prior to putting the part in should get xp (as this would cause people to exploit it) I think it should just be the last person to have had the part in hand before the person used the part to repair what was in need of a repair.
  4. In playing the game as a counselor, some level of cooperation is necessary for survival. The problem with the game, however, if that players are only rewarded for their own survival, which promotes more mercenary, individual play. While there are rewards for completing objectives (calling Jarvis, calling the police, making repairs), these rewards are insufficient to promote collaborative gameplay. What I suggest is increasing the variety or experience rewards for counselors, particularly in high risk, taking one for the team situations. There was a thread back in June that advocated rewarding XP to players for kiting Jason/ keeping him distracted. I don't know if something that complicated/abstract could be tracked. But there are plenty of activities that could get rewards. Suggestions for additional XP awards: Rework the Team Escape bonus. Make it based on the number of players who escape/survive. 25 or 50 xp for everyone who finishes the match. But keep the additional reward for everyone escaping, similar to Jason's "No Survivors" bonus - making sure, of course, that it's a "no one was murdered" to prevent half the lobby from leaving, to prevent exploit. Increase the reward for repairing the phone box and making the call. This is an especially high risk/low reward activity in F13. But not so much it would negate the traitor penalty - the last thing I want is more people team killing me while I'm trying to call for help. Reward players for springing and disarming traps. Maybe 50 XP for tripping a trap (as a one time bonus). But 100 XP for using a knife to disarm a trap. Penalize "empty seats" in vehicles. Reduce the survival XP from 200 to 100 if an escaping vehicle has empty seats. This is more controversial - you can't really wait around in a car or boat because any competent Jason will end you, so maybe give an additional 100 XP to escapees if a vehicle is full. Or make it 50 for the boat and 2 seater, and 100 for a full 4 seater. These are just some ideas I've been kicking around. I know that, to some extent, this game is like "Whose Line Is It Anyway," where the points don't *really* matter. I'm level 98 as of this morning, and I see plenty of people who have already hit 101. But you have to create positive incentives to promote/encourage the kind of team play this game needs. People might be more willing to make the riskier moves, like tripping traps, or risking the almost certain death of making the phone call, were there a tangible reward available. What rewards would you suggest to promote team play/self sacrifice moves?
  5. Sorry if this is a repost. Did a search and found nothing about this. The past 2 nights, have been playing on pS4 and have not gained any XP. Had players in the lobby saying the same. Getting CP though.
  6. As many people know, the Pamela Tapes are extremely rare and very few people have found some of them. Even people who ranked up til maximum hasn't found a single tape. So I have thought of some things about those well hiddem items: 1. Make them appear more often. Seriously, at least increase the chance by, let's say, 5%? 2. Getting a lot of XP for finding one. I do not know if players gets experince points for discovering a tape inside a drawer, but if it isn't, would it not be a good idea to get some XP for that? Maybe 1000 points per tape? 3. Getting an achivement for collected tapes. I play the game for PS4 and it is weird that there is not any trophies for collected tapes. How about an silver for one tape, gold for 10 and all tapes? They are hard to find, so getting an achivement for getting one should be yes. 4. Getting an excellent reward in the game for all 20 tapes. Why not? Maybe something unlockable, like perks, clothes for counselors etc.
  7. It would be nice to have: - Some optional game filters (like in Uncharted for example) - VHS filter, 80´s TV colorization, sounds and blur. - Punishment for lefters - at least 10 minutes not be able to find another lobby. - Get XP even if the player left the game and finish the animation. - Escape-able motorbike or kayak. - Playable policeman - spawn like Tommy from dead players after police cars arrive. - shovel
  8. Hello. I adore this game, but the thing that bothers me most is what just happened. I escaped, excellently I might add by getting to the police, then I went into Spectate Mode. While watching, I saw Jason find and kill another Counselor. This Counselor, however, was the Host and promptly quit in frustration. This caused everyone in the match to lose their progress and XP. This is extremely frustrating and I was wondering if this can be fixed? Thank You.
  9. Annual double xp would be nice
  10. If you (are lucky enough to) play as Jason, you will earn more XP than the average counselor. I think that the counselors should earn more XP on average because 1) (the most important reason) Jason is intended to have an advantage over the counselors. If counselors are able to excel with their disadvantage, they deserve more XP. The counselors who complete match objectives and help other counselors by breaking them free, distractions, etc, should have an XP increase. It is INTENDED TO BE HARDER AS COUNSELORS TO PLAY than it is for Jason. Harder work deserves better XP pay. 2) It will make people who died early (especially those who spawned near the car) want to stay 3) It will reduce people quitting because they were not picked to be Jason
  11. Jason's Grab and Hold: Jason's grab distance is very long. Nerf the distance of his grab. He's able to grab through walls in come cases. A lot of Jasons don't want to do environmental kills. They insta-kill you when they grab a hold of you. Make it so the XP is GREATLY given to people that use environmental kills. Jason Glitch: There was a glitch where Jason walked into a bear trap continually did his animation of him trying to get out of the trap. We all hit him with bats, machetes, flare guns, and a shotgun. It did not phase him, and he continued doing the animation. Please fix. XP Gain in Private Matches: When the game released for Xbox One, no one could play Quick Play, but that is not the case anymore. Even though Quick Play is a little buggy, it works now. Please remove the XP Gain from Private matches to prevent players from farming XP, and so they can play Quick Play also. Even consider putting a little message in the main menu noting that Quick Play works now. Quick Play Improvements: I push Quick Play, I wait 10 seconds, I find a match. However, I am the host, or I find one person in the game and continue to wait. Quick Play still needs a little improvement. When there are a least 5 players, the countdown starts. That's fine, however, once there are 8 players, the countdown should start right away from 10 seconds to make it so people must stay and start the game. The players are unable to leave the game unless the quit out of F13, but even then should be counted as an abandonment. In-game, the Host will play, but if they do not get Jason, they leave. Same thing goes for some random players that do not get to play as Jason. The Host will sometimes leave as well when they are the first to die. The message that warns them that the game will end if they leave does not work, for the people that leave do not care for other players. Please make it so the Host changes to someone else in-game. Once the game starts, please make it so they are unable to leave the game until the game starts. Then, they have to wait 10 minutes before they can leave. Otherwise, they will receive a punishment. The punishment should be temporary bans. The first leave is a warning. The second is a 5 minute ban. The third is a 10 minute ban. The fourth is a 15 minute ban, and so on. Counselors that play the game often don't go into game chat on Xbox, have a message that reminds them that they need to be in Game Chat for the best experience. Counselors that play the game also don't contribute to playing with the team. They usually run off and hide for the entire game in one area, usually in the corner of a house, or in a camp tent at the very edge of the map. I'm not quite sure if this will help, but you could make it so people get a message that lets them know they will be removed for idling to get them moving so they make a little noise for Jason to find them, especially if they camping in a tent or outhouse the entire game.
  12. Rage quitting as host should be met with a match making ban of at least 15 mins. This game asks people to stay through matches after dying. No problem with that but if a host gets impatient the entire room shouldn't lose all their xp. Sorry but having a great run and dying then waiting 10 mins for the game to end only to lose my xp because a host rudely leaves is extremely frustrating.
  13. 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.
  14. On Xbox One, when I finish a match the screen shows all of the xp I earned and the 500 xp match completion amount too, but when I go to the counselor customization screen, only the xp earned from doing stuff is there and the 500 XP from finishing each match isn't being added/counted. It takes me 5 or 6 games as a counselor just to get enough xp to roll for a perk one time.
  15. I had a little over 2000 CP. I went to but the JAW RIP kill and got an error. I tried several times and got the same error. The next day I logged on my CP was under 400. I think the error caused my CP to spend without giving me the kill. Is there any way to get my CP back?
  16. So I haven't been able to find a straight answer to this question. My question is if you end up being the second counselor dead in the game and therefore are unable to return as Tommy Jarvis and you decide you don't want to waste your time watching other people play for another 15 minutes and leave the match before it ends do you still get xp? I understand there's a bonus for staying until the end of the match but if I'm alright without the bonus would I still get the xp I earned while I was alive if I leave a match?