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  1. 56 points
    Hello Campers! I would like to introduce Victoria Sterling, Camp Crystal Lake’s newest counselor. Similar to Chad, Victoria comes from money and she is used to getting her way. So much so that she often is perceived as “bitchy” and manipulative. She doesn’t mean any physical harm, but it’s safe to say that in a pinch, she’s looking out for herself first. Victoria has low repair and strength, so she will need to rely on her above average stamina pool and stealth skills. It would be ill-advised for Victoria to square up to Jason without some additional help from another counselor. In a 1v1 situation you’ll find Victoria doing less fighting, and more yelling for her Dad...the Dean of an Ivy League junior college. Getting a better picture now of Victoria? She’s the worst, in the best possible way! Victoria will be added at no additional cost in the next update. Note; Victoria will not have access to the premium DLC clothing packs (Spring Break and Halloween).
  2. 52 points
    We all know how excruciating it is to play a match, snatch up a counselor, and – BAM! – “the host has left” pops up on the screen. It’s annoying. It’s INFURIATING. It’s an issue that players have been experiencing, and telling us about, for a while now. But what do we do about salty players who can’t take the fact that they are losing? We give them Salt, with a Capital S. “Huh?!” Salt is a currency, only instead of being able to buy something cool with it, you buy an express ticket to the Salt Mines. More on that in a minute. Earning Salt is EASY! Just do any of the following: Leave a match early, like a jerk Leave a match while being killed, like a big jerk Leave a match as Jason, like a super jerk Leave a match while hosting, like a mega jerk “WTF are the Salt Mines?!” Great question, it’s almost like you’re reading my mind and asking exactly what I need you to, so I can explain the system. The Salt Mines are where Salty players go to play with their equally Sodium-soaked peers. They are kept to their own matchmaking queue where Salty souls only play against other Salty game quitters, locked away from players who know that, sometimes, losing is a part of playing In Quick Play, Salty players will play together, but they can play with anyone in Private Matches. “How much Salt do you get for each of the things listed above? Does Salt go away? How fast?” We aren’t saying, that would be like a "how to" for trolls Yes See 1 “When does this happen?” We’ll be rolling out this change with the engine upgrade update. Happy Matchmaking.
  3. 49 points
    Welcome to the Patch Notes for the upcoming patch that will be released Tomorrow, May 24th New Game Mode: Single Player Challenges Single Player Challenges, Friday the 13th: The Game’s newest playable game mode, is now available! Test your skills as Jason Voorhees by clearing out all of the counselors in Camp Crystal Lake in each of the 10 unique scenarios. Each level contains special cinematic kills that are available only in Single Player Challenges. There are also multiple challenge objectives that are available in each level that can only be completed through proper planning and preparation. Play as Jason in any way you like. You may choose to be slow and sneaky for that suspenseful cinematic experience, or you may choose to brute force your way through, hacking and slashing! There are also 30 new unlockable emotes that can be obtained in the Single Player Challenges! Each Challenge has a reward of 3 unique emotes through the collection of these following skulls: No Survivors Skull, XP Score Skull, and the Undetected Skull. Good Luck and Happy Hunting! New Playable Counselor: Victoria Sterling Introducing Victoria Sterling, the newest counselor to arrive at Camp Crystal Lake! Victoria has a level requirement of 42 and her stats are the following: Composure - 4 Luck - 8 Repair - 3 Speed - 4 Stamina - 7 Stealth - 7 Strength - 2 Legendary Perks & Perk Changes Legendary Perks A new perk rarity tier has been introduced! Legendary perks! Legendary perks are now the rarest perks that can be obtained. The perk values and traits are identical to Epic perks, but there is one big difference between the two rarities. All Legendary perks come equipped with one extra positive trait! These traits are predetermined and work in addition to the perk’s original traits. Here are the traits that are tied to each Legendary perk: [Adrenaline Rush] Total Stamina [Aquanaut] Avoid Sense While Swimming [Controlled Breathing] Overall Fear Reduction [Easy Listening] Total Stamina [Escape Artist] Avoid Sense [Evasion] Avoid Sense [Firecracker] Melee Attack Speed [Friendship] XP Gain [Grease Monkey] Car Top Speed [Grinder] Overall Fear Reduction [Heavy Hitter] Weapon Damage [Heavy Mover] Weapon Damage [Heavy Sleeper] Decreased Sprint Noise [Home Body] First Aid Healing [Hypochondriac] Police Response Time [Ice Cold] Overall Fear Reduction [Lead Foot] Car Start Speed [Level Headed] Overall Fear Reduction [Lightfoot] Reduced Fear Penalites from Darkness [Lone Wolf] Break From Grab Easier [Low Profile] Increased Crouching Stamina Regen [Man At Arms] Weapon Damage [Marathon] Swim Speed [Medic] Repair Speed [Motorboating] Swim Speed [My Dad’s a Cop] Increased Weapon Damage as Tommy [Nerves of Steel] Less Fear From Dead Body [Night Owl] Less Fear Indoors [Potent Ranger] Avoid Stumble [Preparedness] Crouch Speed [Psychic] Hiding Spot Fear Reduced [Pyro] Firecrackers Stun Radius [Quiet Swimmer] Swim Speed [Restful] Break Grab Stamina Boost [Scout] Reduced Sprint Noise [Slugger] Melee Attack Speed [Sneaky] Stumble Reduced [Spatial Awareness] Voip Distance [Speed Demon] Sprint Speed [Sucker Punch] Increased Melee Damage [Swift Attacker] Increased Stun Time [Teamwork] Police Response Time [Thick Skinned] Ecscape From Traps Quicker [Thrasher] Reduced Weapon Damage Taken [Tinker] Boat Start Time Reduced Perk Values Adjusted The following perks have had their possible values adjusted: [Easy Listening] - Increases the Radio proximity recharge rate by 10% - 40% (was 1% - 10%) [Motorboating] - Increases the Boat movement speed by 5% - 35% (was 1% - 15%) [Man at Arms] - Increases Weapon durability by 5% - 15% (was 5% - 25%) [My Dad’s a Cop] - Reduces the Police arrival time by 5% - 25% (was 5% - 30%) [Quiet Swimmer] - Reduces the Sense detection chance by 5% - 20% (was 1% - 25%) [Lead Foot] - Increases the Car movement speed by 5% - 20% (was 1% - 25%) [Aquanaut] Increases the Counselor’s swimming speed by 5% - 35% (was 1% - 15%) Perk Selection Screen Updated Perk rarity can now also be distinguished by a numbering system added to the perk graphic in order to assist players with color blindness Combat Update Weapon Swapping Feature A new option is now available in the Jason selection screen! Players will now be able to equip different weapons on each Jason. This feature unlocks for players at level 113 and will allow the swapping of the following weapons: Pickaxe Machete Axe Fire Axe Battle Axe Spear Pig Splitter Shears All the grab kills tied to the weapons (including the DLC kills) will also be available through the swap. Jason’s Swing Animation All of Jason’s weapons have had their swinging animations adjusted to swing lower towards the ground. This change should help prevent Jason’s swings from missing players that are on uneven terrain or crouching. Jason’s Grab Changes Jason’s grab has been updated with a new animation and sound effect. These changes should more accurately represent the distance of Jason’s grab and also feel more gratifying when landing a grab on a counselor. Doorway Combat Changes We have made some adjustments to the way that combat works when there is a door in between Jason and a counselor. Originally, players were able to initiate combat from both sides of a closed door. This allowed counselors to time their swings and safely interrupt/damage Jason during his process of breaking down the door. Because of the way that combat works, there was little counterplay to these occurrences. In order to combat this one-sided exchange, counselors will no longer be able to hit Jason through doors. However, Jason will still have the ability to damage counselors that are standing extremely close to the door. Counselor Weapon Stats Adjusted The pips that represent the weapon stats in the How to Play section have had their values per pip adjusted to be more consistent. In addition, The following weapons have had their stats adjusted: 2X4 Frying Pan Fallen Tree Branch Baseball Bat Metal Pipe Wrench Cooking Pot Matchmaking Changes Infraction System An infraction system has been added in order to combat issues with players prematurely leaving matches. Players will now gain infraction points by performing any of the following actions in a Quickplay match: Leaving the match as Jason Leaving the match as the Host Leaving the match while still alive as a Counselor Leaving the match while in the process of being killed Accumulating too many infractions points will place you in a low priority queue in matchmaking with other similar players. These Infraction points are not permanent and will decay over time. Spawn Preference System In the December patch of last year, we introduced a “ticketing” system to the Spawn Preferences to combat some of the issues players were having with the Jason selection process. To improve on this system, we have made multiple changes to the Spawn Preferences this patch. The most noteworthy improvement is that this system is now tied to each individual player’s account. This means that a player’s chance to be selected as Jason will now persist even after changing lobbies. In addition, we have also made adjustments to the values in the preference system in order to provide players a fairer distribution of chances to become Jason. The probability of a player being chosen as Jason is affected by their preference settings and also their recent amount of Jason games. Playing as Jason too many times in a small time frame will cause the player to no longer be considered as a candidate to play as Jason. However, the player’s chance to be selected as Jason rapidly “recharges” over time and this system will have no long lasting effects on players. The Spawn Preference system only affects Private Matches only when a Jason has not been picked manually. Keybinding Support Keybinding Support is now available on the PC for players using a keyboard and mouse This feature may be accessed through Settings > Keybindings General Changes and Bugfixes General New Free Emote added! The Poppin’ Robot Intro/Outro cinematic cutscenes will now show the weapons/skins that the Jason player has equipped Rain has been re-enabled [XB1] Fixed multiple issues related to the Sweater Added countermeasures to several character selection exploits [PC] Jason Part 5 Jason has a new color variant for his default skin available! Note: Bloody skins for both the blue and green color variants have identical level requirements Part 7 Jason: Replaced +Grip Strength with +Weapon Strength Part 7 Jason: Replaced -Shift with -Stun Resistance Fixed an issue where stun damage would not cause Jason’s mask to fall off even after Jason has hit the HP threshold Reworded the tooltip for the Strength “Throwing Knives” to reflect previous changes made to Jason Fixed a bug where the throwing knife crosshair would sometimes become stuck on the screen Fixed a bug where the player could sometimes become unable to move after being hit during the grab animation Adjusted the animation for Part 4 Jason’s weapon to properly align with his hands during door / wall destruction animations Fixed an issue that was causing some of Jason’s weapons to not become bloody Fixed a bug with Part 5 Jason’s Shift ability having an incorrect recharge rate Fixed a bug where Jason would have the incorrect stun animation when shot by a flare gun Fixed a bug that prevented Jason from breaking a phone box that has been repaired multiple times Counselors Killing Jason will now grant XP when the Jason player quits after the kill sequence has been initiated Bear Traps are no longer able to be placed inside tents An equipped item that is being swapped out with another item will now attempt to locate the best available spot to be placed (i.e., the ground) Note: This was to address the issue with players being able to stack items infinitely on top of each other until an item becomes unreachable Fixed a bug where the Bear Trap arming animation would continue to play when the Bear Trap is triggered prematurely Fixed a bug that was giving counselors too many attempts at triggering Jason’s vulnerable state during the sweater stun kill sequence Fixed a bug where the phone calling animation would continue to play when the player has stepped into a Bear Trap at the same time Fixed a bug where if a Counselor starts calling the police and steps into a Bear Trap at the same time, the phone would continue to fly around like a spooky ghost while the Counselor attempts to escape the Bear Trap Fixed a bug where the emote wheel persist on the screen after the player has been killed Fixed a bug where the player could become interaction locked by spamming the interact button on the phone while Jason is destroying the phone box Fixed a bug where placing Bear Traps in certain locations would sometimes launch the player into the sky Fixed a bug that caused the player’s fear effect to persist during the outro cinematic Fixed an issue that caused the map to drop as an item when the player is killed in certain hiding spots Fixed an issue that caused an incorrect animation to play when certain Counselors would direct hit a wall with the Baseball Bat Perks Fixed an issue with the Slugger perk that caused the spawned baseball bat to have incorrect stats Fixed a bug with the Teamwork perk that caused the attack strength decreased to not work properly Vehicles Improvements have been made to the way that cars are affected by physics Improved car handling by changing the cars to front wheel drive (instead of rear wheel drive) Added an small invincibility frame for the brief period when a counselor is exiting a car Fixed an issue with cars becoming “jittery” or unstable after reaching top speeds Cars have had their brakes improved. Cars can now come to a full stop more quickly and using the hand brakes allows a player to “drift”. Added countermeasures to prevent Counselors from standing on top of cars The rear view camera that is available while driving in reverse can now be accessed at any time while driving by holding down the Rear View button (Default: R, Triangle, or Y) Fixed an issue that was causing the vehicle starting animations to not play Maps General Repair Parts dropped into the lake should now respawn by the shore more consistently across all maps Regular doors (that do not have a barricade attached) can now be locked/unlocked from both sides Added blockers to the cemeteries to prevent cars from traveling through Addressed several exploit locations across all maps Addressed several locations across all maps in which the environmental kills were inaccessible or not working properly Drawers will no longer have an extended collision volume once they have been opened Adjusted lighting throughout the multiplayer maps Jarvis House Made adjustments to several cabins to prevent Repair Parts from spawning in an inaccessible location The lights in the Vacation House will now be properly disabled when the corresponding power box has been destroyed Pinehurst Fixed an issue where one of the doors in the Halfway House could only be opened by Jason from the outside Addressed an issue that caused some of the shorelines to have an incorrect collision which prevented players from exiting the water in those locations Fixed a bed that was missing an interaction button Changed the date that appears in the opening cinematic cutscene from 1986 to 1989 Crystal Lake Fixed a bug where Rob would sometimes appear bloody in the opening cinematic cutscene Packanack Fixed a bug that prevented Bear Traps from being placeable in two of the cabins Bots General improvements made to AI behavior Improvements with AI interaction with vehicles AI will now make an attempt to interact or avoid Jason’s traps AI will now be able to place Bear Traps AI will now turn on radios as a distraction The difficulty setting in Offline Bots will now affect the bots in the following ways: Ranged accuracy Weapon pickup preferences Item location awareness Starting items and preset perks Sound Fixed an issue that was causing the vehicle starting sounds to not play Fixed an issue that was causing the car braking sounds to not play for the driver Cars braking in reverse will now play the appropriate sound UI The Controller Bumpers should now scroll in the right direction when in the Jason selection screen The How To Play section has been updated to include the Single Player Challenges
  4. 48 points
    Hello everyone, there have been a lot of questions about where we stand with the state of the game right now, and whether we are going to continue updating the game (Spoiler: We are). Below you will find items that we intend to have fixed with the next update to Friday the 13th: The Game. Critical Fixes: The game ending while counselors are still in play Escaping via a vehicle counts as suicide Players loading in as a character different than the one they selected Counselors stuck to repair points after initiating/completing a repair Game crashing tied to the destruction of doors Players able to clip through a wall on the Pinehurst map In this update we are prioritizing bugs that have a large impact on gameplay, though it is possible that some lower impact issues will be resolved due to a shared solution with critical issues, or as time allows. Once we launch console dedicated servers, our resources will be able to focus exclusively on player facing issues. With no content being added, we should have fewer new issues arise, which will allow us to work solely on reducing the overall list of game impacting bugs.
  5. 45 points
    Hello Camp Slashers, We’ve talked about grab animations, Single Player Challenges, Weapon Switching, Changes to Part 7 Jason, Grab Animation reworking, Roy’s Coveralls, the Salt Mines, and Key-binding, and today we’re going to talk about some of the improvements coming to the counselor AI in Friday the 13th: The Game’s Offline Bots game mode. AI will now be equipped with Perks that better match the selected difficulty level. Playing on Hard? The counselors might be packing a Perk that starts them out with a defensive item, just like their human counterparts. AI will be better at choosing a hiding spot, and what cabins they should enter based on the number of other counselors in the cabin. At higher difficulties, counselors will more carefully select and use weapons, especially weighing their chance to stun. They’ll probably ditch that stick for something that packs a bit more punch. AI might not be able to appreciate music, but higher difficulty AI will use the radios located in the cabins as a means of distraction. Higher difficulty AI can shoot more accurately, place traps, and will attempt to open Jason’s traps with pocket knives. They have become better at repairing vehicles and letting friends into a repaired car before they take off, as well as getting back onto the road in case they wreck. Counselors will react more realistically to sounds – broken windows, doors, walls – and depending on difficulty and the counselor you snatch up, they may have an easier time of breaking free of Jason’s grasp. We believe that these changes will allow our Jason players to face a greater challenge against the Offline Bot AI.
  6. 41 points
    Hello Friday the 13th: The Game players and fans, As many of you are aware, we have been targeting an April release for the next major update to Friday the 13th: The Game since our announcement that the game would be moving to an updated version of the Unreal game engine. We have known that hitting a date in April was ambitious, and a best case scenario, but we believe that people should strive for their best. Today we have been forced to accept that the update will not be able to be released in April. The update is shaping up nicely, but there are still a few issues that we need to iron out to ensure the best gameplay experience for our players, and we still need to pass the patch through console certification. Our goal is to make sure the work is done right, and that meant we needed some extra time with it. Why didn’t you release on Friday the 13th of April? This update has been a massive endeavor. The game engine upgrade alone means that the team at IllFonic has had to go over every system in the game and check, tweak, or recreate it. They have been doing amazing work at an intense pace throughout the update process. We are incredibly proud of their progress and everyone at Illfonic and Gun are anxious to get the update out and into the hands of our players. However, setting a hard release date, with the amount of features and upgrades included, would have only served to undermine IllFonic’s work for the sake of hitting a specific day. The game, and our players, would have suffered from it. When is the update coming? We are in the later stages of finalizing, but we are not yet at a place in the process where we can state a specific date with certainty. All of our major reworks and new features - updated game engine, Single Player Challenges, Victoria, Bot AI Improvements, Weapon Switching, Legendary Perks, etc. - are in place in our development builds. However, we are at least weeks away from release, and if major issues are found we will work to solve them before release. What we do know is that there is no longer a possibility of hitting a release date in April, and we felt that we should let Friday the 13th: The Game players know. Why is it taking so long? This is, by far, the largest technical update to release for Friday the 13th: The Game. In addition to the implementation of our new and reworked major features, everything in the game needed to be checked over due to the engine revision change. That said, we realize that our players are used to an update every month or two, and we understand the disappointment of the update not being released in April. What is “done”? Every piece of “Thursday News” that we have released since February 9th, 2018 is finalized in the update. The engine upgrade is complete (there’s a comparison video lower in this post), Single Player Challenges are finished, as are Weapon Swapping, Keybinding, the altered Jason Grab, Legendary Perks, AI Improvements, the Salt Mines, Part 7 Jason rework, and Victoria Sterling. All of these features are in our development builds and are working well. Right now, we’re buttoning up the build. Are you going to “surprise drop” this update? No, the next update is a massive milestone for us and we will not be silent about its release date. We will be releasing communications about the update’s release before it comes out, and we will communicate the date as soon as it is certain.
  7. 39 points
    Gonna be streaming the game all day today on my personal channel. I encourage everyone to get on social media today and show the devs that We're Still Here. We'll be here playing the game for as long as they're willing and able to support it.
  8. 39 points
    We’ve seen a ton of feedback for a while now about Part 7 Jason being “underpowered” or “weak”, and while we agree that maybe his stats aren’t the best to encourage play over some of the other Jasons, we are not planning a complete reworking of the character. Even though we aren’t completely reworking the character, we do believe that a couple of tweaks to this character’s strengths and weaknesses will make for a better play experience: The following changes will be made to Part 7 Jason: Change 1: We are replacing +Grip Strength with +Weapon Strength. This will help to make Jason’s slashes more harmful to counselors. Change 2: We are replacing -Shift with -Stun. This change will allow for more mobility by Jason. We believe that these changes will increase the viability of selecting Part 7 Jason.
  9. 36 points
    Hey everyone, we’ve been a bit quiet since the last update, as we’ve been focused on getting fixes completed and wrapped up for patching. We’re looking at early-to-mid next week to push patches out on all three platforms, but they likely will not occur at the same time, or even the same day, as different platforms are facing some different issues. There are still things that need to be worked on, but here is what should be going live early next week: Xbox One Crash at start – This was one of the highest priority issues for us. We’ve fixed two separate issues that could be causing Xbox Ones to crash at the “Press A to Start” screen. Vehicle Rubber-banding – This was another high priority issue for us. There are two Rubber-banding bugs that have been a problem over this past year. The first is the bug that appeared after the December patch and is a different issue than the one that is currently in the live build. While we had fixed the first Rubber-banding bug during our work for the May patch, the engine upgrade had also consequently created a new Rubber-banding issue. Both of these issues are very different, but look nearly identical to players. This has understandably caused a lot of confusion. We have made a fix for this newest rubber-banding bug and we hope that this upcoming patch will resolve the Rubber-banding issue once and for all. Numerous Gameplay Crashes – We’ve fixed a bunch of issues that could cause game crashing. This was another high priority issue. Missed or Missing Audio Queues – This includes door, window, and barricading sounds not playing. They should play now. Jason Car Physics - Jason should no longer be able to kick cars across the map. Jason Shininess Reduction – Jason shouldn’t be so shiny now. Savini Skin Pixelation – Savini Jason’s textures should look much better now. Speed Demon Objective – This objective should complete correctly for players now. Tiffany Swimsuit – Players can now correctly choose both the top and bottom of Tiffany’s swimsuit. Non-selectable Emotes – PC players should now be able to select any emote that they have unlocked. Key Binding – Added throwing knife functionality to key bindings. We fixed Roy’s orange hands. Emote Loop – The new dance emotes loop. Have fun dancing. Part 6 Jason Skin – Fixed some discoloration on his mask straps. Victoria Clothing Change - Victoria no longer quick changes her pants when she puts on the sweater. Muting Players - Addressed an issue to make muting players more consistent We are still working on a number of high priority items, including the following: Character Randomization – This has caused a number of other issues including the wrong skin, wrong weapons, wrong Jason in intro/outro, etc. We are still working on this. Counselors not being able to pick up items – May occur when swapping an equipped item with an item on the floor Stun/Grab Floating – Occurs when Jason is stunned at the same time as a grab lands. Violent Shaking during kills – Counselor bodies violently shake back and forth during the kill animation. Grab Insta-kill – we’ve only seen this reported 2 times. If this has happened to you, or in a match that you have played, let us know. If you have a video of the match, even better. We have a lot more work to do, but this patch should address most of the high priority issues that are keeping people from being able to play.
  10. 34 points
  11. 33 points
    What new bugs did you include in this patch?
  12. 32 points
    Hey campers, I wanted to just pop in here to say that we are reading posts. We are combing through twitter, reddit, this forum, and the endless reports via jasonkillsbugs website. As well as all the DM's, screenshots, videos from streams, etc, of issues that are popping up since the update. We are quiet at the moment, not because we don't care, ignoring you, ignoring problems, etc. Not that at all. Here's what we're doing: 1. We are recording every issue being reported across all social media, forums, etc. 2. Looking for more information on each report. A report that says "Game crashes, fix it." requires us to reach out to that reporter for more informaion. (What platform, when does it crash, what were you doing when it happened, do you have video or screenshot of issues, etc.) 3. Consolidate all issues into one working document. 4. Sort issues into categories (animation, art, interactions, network, etc) 5. Mark priority for each issue (high, medium, low) 6. Then we have meeting with ILL (the developers) to go through list and give as much detail as we can. 7. QA at ILL gets spun up to replicate these issues. Upon replicating we can find the issue. 8. All Leads at ILL are briefed on QA findings vs known bug list. 9. Leads at ILL assign bugs to engineers, artists, etc, to fix. 10. Bug ticket marked as "fixed" and then it goes back to QA. QA tests the shit out to assure fix held. 11. On and on until high priority bugs are solid. Then move on down the list. 12. Then you slate patch date for fixes with all platforms (Sony, MS, Steam) to try to get a patch out as fast as we can. So we're not ignoring. We are listening and acting instantly. I apologize you're not getting responses directly or indirectly to current issues. I hope this quick post helps explain. We're here, we're fighting. -W
  13. 32 points
    Hell since everyone is suggesting every character in the series I suggest Muffin. Yup, that's right you play as a dog. Speed and stamina are maxed and you get a heightened sense at locating the keys. You can carry any item but you cant attack with weapons, you can bite. No driving either sadly. You are there to fetch items for others and survive. It's basically a better version of Vanessa. PER REQUEST: STATS Composure: 3 Luck: 5 Repair: 0 Speed: 10 Stamina: 10 Stealth: 4 Strength: 3 CLOTHING OPTIONS:
  14. 30 points
    Hey Campers, Long time no see, I hope you're well. Been a crazy few months, huh? I know there's a lot of questions you all have about the game, future content, legal, etc, etc. We rounded up the most frequently asked questions from the community and worked with the license holders to answer them. Everything we put out or say publicly (including this very forum post) must be approved by the license holders. Some of you will have more questions after reading this below, however, we are not currently able to answer them. Please do not think this is me, or anyone from Gun ignoring you. Please understand the sensitivity and seriousness that the entire F13 IP is currently tangled up in. I spent the last few weeks with legal and the license holders getting these answers. When we know more and can share it, we will. Q: Does this mean you (Gun Media) can create new DLC now? A: We cannot currently add new DLC or Content to the game and it is unclear if this can ever happen. We can only perform maintenance, balance, QoL fixes and bug fixes. Q: Why won’t/when will Gun Media add Uber Jason/Grendel/Clothing DLC? A: The entire license is currently under a legal microscope. We wish this was a more clear-cut, black and white scenario, but it is not. There is a lot of gray. We hope that in the near future more legal clarity will occur, but this is not Gun’s call. As mentioned previously, at this time we can not add any new content, regardless of where the content falls within the F13 canon (Uber Jason for example). While Uber Jason appeared to be close to being finished, there was still remaining work that needs to be completed in order to finish him. When we got word to stop, we stopped. There were clothing packs and kill packs that were also nearly complete. However, the Grendel map still had months of work to go. When this content was leaked, we were under 50% complete. It is not likely that Grendel will ever see the light of day. Q: Why did you (Gun Media) decide to stop making content? A: The decision was made for us to stop making content due to the sensitivity of the legal process. Gun does not own rights to Friday the 13th: The Game. We continue to work with our partners at Horror, Inc. as more information unfolds. Gun wants to release content, as do our partners at Horror. Until more clarity is provided, we can not add new content. Q: Why won’t you (Gun Media) settle with/pay Victor Miller to create content? A: Gun is not a part of the legal issues surrounding the license. It is not our call to “settle” or “pay” anyone as it relates to the legal issues. Our partners at Horror, Inc have reached out a few times in an effort to settle with Mr. Miller. However, we were informed that this communication was ignored. We hope that all parties can come together in the future, so we can add some new content, but it’s not likely, nor should it be expected. Q: Why won’t Horror Inc. settle with Miller so you can create content? A: As mentioned previously, this has been attempted in the past with no progress. Our partners at Horror, Inc will continue to reach out to Mr. Miller, but until communication lines are opened up, there is very little we, or our partners can do at this time. -Wes Keltner
  15. 28 points
    This one goes out to all of you Roy fans. After the release of Roy and Pinehurst, we saw large conversations about the color of Roy’s overalls. “Roy’s coveralls are green, but these are blue” “They are blue, look at this screenshot” “They are green, look at THIS screenshot” And back and forth it went for days. With no end to the debate in sight, I asked Ronnie what the actual color was, and he let me know that there were ongoing conversations about that exact topic, and that the blue coveralls were not the only color we planned on Roy having. Ronnie had been working with the team at IllFonic in creating mock ups of Roy to find the shade of green that matched multiple scenes from Friday the 13th: Part V. Apparently, Ronnie had spent quite a bit of time tracking down experts, memorabilia owners, and costumers to find the right shade. As it turns out, that’s not an easy thing to do. With responses from contacts of “cool grey” and “blue with green tones”, he was left without an actual definable color. Ronnie followed up on a lead of “spruce green”, and what he found is that there are dozens, if not hundreds, of colors named “spruce green”, and that they vary substantially. After weeks of digging for info, tracking down colors, and mock up iterations with an artist, we have settled on the following color. Is this color going to be a perfect match for every scene in Friday the 13th: Part V? No, but it is very close. Friday the 13th: The Game will include both blue and green coverall options for Roy - green being the default, and blue being a secondary option - for everyone's favorite paramedic in the next update.
  16. 27 points
    Hello slashers, today we’re going to take a quick look at improvements coming to Jason’s grab animation. As you can see, Jason’s new grab feels more powerful as Jason carries momentum from movement while executing the grab. We are also introducing a sound stinger, which we believe makes it even more unsettling for counselor players who find themselves being scooped up by Jason. In the last update we reworked the area and distance of Jason’s grab, and now the improved grab animation makes them look more powerful as well. Let us know what you think!
  17. 26 points
    Good afternoon, counselors! Today is all about Perks, and the first thing we want to talk about is a slight reworking of the UI which is designed to help players who live with certain types of color blindness. Each perk, as well as the Perk Legend, will include a numerical value of 1 through 6 as a visual indicator of Perk rarity. 1 being for Poor Perks, while 6 will denote Legendary Perks (more on that later in this post). Next up, let’s share some value changes that we are making to Perks. Easy Listening – Radio proximity recharge rate boost: Old Value: 1-10% New Value: 10-40% Motorboating – Boat movement speed increase Old Value: 1-15% New Value: 5-35% Man at Arms – Weapon durability increase Old Value: 5-25% New Value: 5-15% My Dads a Cop – Cop arrival time reduction Old Value: -5 - -30% New Value: -5 - -25% Quiet Swimmer – Sense detection chance reduction Old Value: 1-25% New Value: 5-20% Lead Foot – Car speed increase Old Value: 1-10% New Value: 5-20% Aquanaut – Swimming speed increase Old Value: 1-15% New Value: 5-35% Finally, we would like to introduce Legendary Perks. Legendary Perks have all the benefits of the Perks that you know and love, but they also include a Legendary Stat Bonus. A Legendary Stat Bonus is a small value increase to a predetermined stat. For example: You could roll a Legendary Lead Foot Perk with +19 Car Driving Speed, -2 Boat Driving Speed, with a bonus of +4 Car Start Speed. Or: You could roll a Legendary Medic Perk with 2 Med Spray uses, an +8 Health Increase, +5 incoming attack damage, with a +3 to Repair Speed. We’ll release a full listing of Legendary Bonus Stats a little closer to when the next update releases. Please let us know what you think!
  18. 25 points
    Known Issues for 5/24 Update Below is a work in progress list of known issues associated with the update released on 5/24. We will be updating this list as issues are reproduced, fixes are completed in development builds, and when fixes are in live builds Uber Jason & Kills Selectable by some players on PC. Game crashing after the “Press A” screen on Xbox One. Game may end when Tommy is the last Counselor character alive Selected character is sometimes not the character that players load in as. Interaction locks occurring due to a variety of different circumstances Customizations for Jasons & Counselors not always saving. Interaction prompts sometimes not appearing Morph reticle not showing for some players on Xbox One. Vehicle “rubberbanding” issue Items may sometimes lose their ability to be picked up when dropped under certain conditions Issues occurring between Jason and vehicle physics Exploits related to counselor stamina Medical spray may sometimes require multiple attempts before it will activate Counselor characters becoming stuck in grabbed animation after a grab is interrupted. Some Jason skins are appearing incorrectly. Failure of the match to end after all counselor players escape, die, or exit the round. Players no longer able to select Medium Bloody Jason skins on PS4 disc version. Players taking damage when exiting from a few open windows on ground floors. Counselor characters shaking during kill animations for Jason. Items carried by counselors disappearing when the counselor is drowned. Particle issues causing rainbow effects in certain locations (blood, collisions, Savini Jason eyes, liquid) Phone and Victoria call animations not correctly synced. Audio popping at various times. Sound issues during perk rolls. Missing sounds when selecting Jason or Counselors. Sounds will sometimes be missing when breaking windows, locking doors, etc. Players being sent to the Microsoft Store when attempting to launch the game after updating on Xbox One. Xbox One controller lockout when joining a Private lobby. Characters unable to move between couch and stairs in Higgins Haven main house. It is possible for Jason players to sometimes not hear the car starting sound A delay may sometimes occur between the throwing knife activation and animation. Drawers will sometimes incorrectly close after being opened PS4 animations not working after exiting a vehicle. Issue occurring with Chad speedo texture seams. Wheelchair Buggzy will stand up during certain transitional animations Savini Jason may appear in outro cinematics when the host owns Savini Jason DLC, even if that Jason was not in play. Killing 2 Counselors at the same time in a challenge results in two versions of Pamela VO to be played simultaneously. Weapons may sometimes increase in size when picked up by counselors. Steam VR can be erroneously activated if a VR device is connected to the user’s PC when the game is launched. Display issue with Savini Jason in game. PC Players are unable to equip certain emotes using the mouse. (Selecting them via arrow keys or controller still works) Some players are unable to unlock “Speed Demon” objective, even when objective criteria are met. Multiple versions of the same counselor may appear in Single Player Challenge cutscenes. Escaping in the car can result in odd camera angles. Hair is appearing extra “bright” for some users. Tiffany swimsuit top and bottom cannot be individually changed. The Lobby Leader is listed at the top of the scoreboard instead of Jason on PC. Challenge 8 map lists location “Vaction House” instead of “Vacation House”. The option to Mute players in the menu is unavailable on Xbox One. Players with dual multiple monitors may experience their game launching on the incorrect monitor Hiding under beds can result in the player’s character being displayed as standing through the bed. Roy has bright orange hands. Players keybinding for Morph on PC can make it impossible to select a morph spot with the mouse button. J6 Mask Strap is discolored. When equipping the Sweater on Victoria, her pants take on the pattern of her shirt. Counselor’s model may continue the repair animation on the phone box even after the counselor player has died from stepping on a trap Throwing knife activation button is missing from the keybinding menu
  19. 25 points
    Obviously, we can’t put these in the game as they are considered “New Content”. Either way, I wanted to share. Not to rub salt in the wound, but to show some of the art that we wanted to add in. We had been working on content for the “collectibles” that can be found in game. Some are familiar with the Pamela and Tommy Tapes within Friday the 13th: The Game. We were going to add photos to that system. In these photos (found around in drawers, etc.) the subjects were going to focus on a young Pamela and young Jason. I wasn’t sure about doing this at first. Not about adding to the collectibles, more about the subject and theme of the photos. I was afraid that by showing these that we would be humanizing Jason too much. But the more I discussed this idea and the further into concepts we got with Rachael, the illustrator we were working with, the more I wanted to do it. The idea here was to shed some light on the life of Pamela and Jason before the events of the first film. Back when Pamela worked at the diner and was then asked by the Christy family to come work at the camp. I was also interested in digging a little deeper into what life was like for a younger, more innocent Jason. Again, this is a delicate subject. So I used as much care as I could. We came up with a series of photos, and below are two of my favorites. The first shows a younger Pamela. Jason would have only been an infant at this point. Pamela seems happy working at the diner. Perhaps for the first time in her life, that is, if you follow or accept some of the semi-canon out there about the abusive relationship Pamela was in previously. I thought this was important to show her in a stable state. It solidified her as a provider and good mother to Jason. I felt it also showed that her demeanor was pleasant and that folks in town probably liked her. Which brought more power to the character when she lost Jason and with him, her mind. It showed how far she fell when she snapped. All out of love for her son. The second photo is of a young Jason, perhaps around age 4-5. He is excited because it’s Halloween. I had the artist put him in a Frankenstein costume, as a slight nod to Part 6 and Tom McLoughlin, as his approach to that film was very much a “monster movie” from the golden days of cinema. And of course, J6 was reanimated by lightning, much like Frankenstein’s monster. I also had the artist add a cute little nod to “Forest Green” on the shirt. I also researched along with Rachael, the types of costumes that would have been available at the time. I think she did a great job nailing the look. Lastly, and maybe the most important aspect of this image, was that Halloween was probably Jason’s favorite time of the year. Jason was...mentally simple. Intellectually disabled, but still full of life. A life that was full of ridicule from other kids. He probably never felt like he fit in. But on Halloween, he got to pretend. Even with a disability, he understood that dressing up, putting on a mask, and hiding what he looked like, was empowering. On that night, he just got to be another kid, getting free candy. I thought about that a lot. Perhaps, and this is a stretch, he reached for a mask later in life as a way to cope with the loss of his mother. Perhaps it reminded him of a different time. Maybe that’s too deep, LOL. Either way, it was very interesting to me and I bet some fans out there may find it interesting too. -W
  20. 25 points
    Good afternoon slashers & campers! We’ve talked about Single Player Challenges a couple of times now, as well as some of the basics of Skull Objectives. Today we're going to discuss what exactly Skull Objectives are, and how you can unlock sweet new emotes within the Challenges. Each of our 10 Single Player Challenges give players an opportunity to unlock 3 emotes. Players who complete all of the Skull Objectives in Single Player Challenges will have earned a total of 30 new emotes for their counselors. Skull Objectives come in three flavors: No Survivors Skull: Simply enough, you complete this Skull Objective by killing all counselors. No one gets out alive, except for Jason. Mother’s special, special boy. XP Score Skull: Jason players must hit an XP requirement to complete the Score Objective. Players will earn points for performing certain actions such as; using Stalker Points, executing special kills, regular kills, and more. Not sure if you’ve hit the XP score? Don't worry, you will be able to track your progress in the tab menu during each Challenge. Undetected Skull: Simultaneously as simple, yet difficult, as it sounds. Save Crystal Lake from the filthy teenagers without being seen. Not sure if AJ saw you? Don’t worry, a pop up will occur if this Skull has been lost due to Jason being detected. Missed a popup and unsure whether you completed an Objective? Each Skull Objective will be displayed at the end of the Challenge to let players know how they performed. We’re listing the Challenges by their unlock order, so we don’t spoil anything before they drop for everyone. Challenge One is unlocked for everyone, but after that players will need to unlock each Challenge by completing two Skull Objectives in the previous Challenge. Each completed Skull Objective will unlock an emote reward. Let’s take a look at the emotes you can unlock for every Skull Objective in each Challenge. Challenge One (Broken Down): No Survivors: Hurry! XP Score: Check Pockets Undetected: The Cabin Boogie Challenge Two: No Survivors: Praise XP Score: Melbourne Shuffle Undetected: Pelvis Thrust Challenge Three: No Survivors: Scatter XP Score: Air Guitar Undetected: The Mia Challenge Four: No Survivors: Apologize XP Score: What was that? Undetected: The Pumpkin Patch Challenge Five: No Survivors: Victory Celebration XP Score: Gun Show Undetected: The Sexy Sway Challenge Six: No Survivors: Silly Gestures XP Score: Friday Night Fever Undetected: Crotch Grab Challenge Seven: No Survivors: Yawn XP Score: Feelin’ It Undetected: The Vincent Challenge Eight: No Survivors: Flirt XP Score: The Freaky Friday Undetected: Flip Off Challenge Nine: No Survivors: Temper Tantrum XP Score: The Low Down Undetected: The Bel-Air Challenge Ten: No Survivors: Threaten XP Score: Bouncin and Boppin Undetected: The Running Man Some of the emotes are different based on the gender of the counselor, but each emote unlocks an action for both female and male counselors.
  21. 24 points
    Patch Notes - Friday the 13th: The Game - January 2019 Patch HOTFIX: The kill process for Jason UI Bug This hotfix has been submitted and is rolling out to platforms as soon as possible. INTERACTION LOCK - The team has fixed various interaction lock issues, including: Stumbling while dropping an item Entering Combat Stance while swinging weapon CONNECTIVITY AND CRASHES - Multiple connectivity/crash fixes including: Network Error after joining lobby in Quick Play “Need Updated Client” error ENVIRONMENT AND COLLISION Falling Animation Loop - Fixed various areas where players enter a falling animation and cannot continue, including: Firewood Logs on Pinehurst Map Cardboard Box on Packanack Map Coffee Table in Jarvis House Counselor Catch - Fixed various spots that could snag the counselors and make them unable to move, including: Cemetery fence on the Crystal Lake map. Safe Spots - Fixed various safe spots where the counselors are unreachable once entered, including: The cemetery in Higgin’s Haven Parking the car inside the barn on Pinehurst Fixed an issue where an invisible collision would occur at the barn fence on Pinehurst, causing the car to shift vertically after restarting the car. Fixed an exploit where counselors could use the car as a barricade at Jason’s shack, affecting several maps. Fixed an issue where the counselors could control their directional axis while climbing through windows, allowing them to reach unplayable areas of the maps. Fixed an issue where counselors are able to reach the rooftop of the Pinehurst Halfway House by escaping Jason's grab with a pocket knife. USER INTERFACE Fixed an issue disabling the “More Emotes” button. Fixed the Morph Cursor not showing on Xbox One. BALANCING AND TUNING Jason - Buffing Mother’s Special, Special Boy. Weapon Swing - Jason can now swing his equipped weapon to hit multiple targets at once. This will help Jason defend himself against bullies. Stun - It is no longer possible to Stun Jason while he is in Rage Mode unless using a shotgun or Pamela’s sweater. Rage Indicator will show on the minimap when Jason enters Rage Mode. Counselors - They should have been watching him. Tommy Jarvis - Players who kill themselves cannot come back as Tommy Jarvis. ****Killing Jason is unchanged.****
  22. 24 points
    A lot of people complain on this forum, and I see that a lot of it is based off winning and losing, and no one EVER speaks about the game's experience being bettered FOR THE GAME.. it's always FOR THE PLAYER. People only throw ideas out on these forums to help themselves selfishly as a player, and as much as it pains me.. the devs read this non-sense and their directions are all skewed. But that's not all the players' fault. Granted, the developer team should be able to make confident decisions on their own game without forum help on certain things. Like Jason hitting through doors... Illfonic shouldn't need to question a poll on these types of OBVIOUS things that shouldn't be in the game, and should have been hotfixed out of the game 3 days after launch, they run a poll almost a year later on whether they should take such a thing OUT of the game... this would make anyone question their talents as a team, when obvious things like Jason getting hit through a door wasn't meant to BE in the game in the first place, it's not a tactic.. it's a hitbox and animation exploit. And that brings me to my next point with Jason. A lot of HOW counselors get away from him.. is based off of some mal-functioned, or crappily implemented mechanic in the game. Want an example of what I mean? The way a counselor has to tap free from Jason after a grab. The counselor has to HOPE that Jason is standing in a closed in area, or is off balanced on the ground so that Jason's kills don't appear, via the game's working mechanics so that the counselor ACCIDENTALLY escapes his grasp.. Does that not sound broken to you all? When Jason or a counselor have to rely on an in-game mechanic exploit to 'win'. THAT IS BROKEN.. that's not a good mechanic. And yet you guys over at Illfonic let this stuff roll around in the game for a year. Another one is Jason's shift grab... it's loudly "Jason's excuse to catch people" I guess because you thought that people would have a hard time catching counselors without it... We can TOTALLY catch counselors without it.. but you haven't implemented STALK correctly yet, encouraging players to play Jason... like Jason. Once again, it's not the players' fault... it's Illfonic's fault. The players are only using what YOU, Illfonic, have handed us as players. Shift grab is there, we're gonna use it. SHIFT is necessary. Shift GRAB to kill.. that's not necessary toward getting closer to that "Jason Voorhees" experience. SHIFT should be used to set yourself up for a counselor, not to MAKE THE KILL. That ruins any kind of moment, chase, or suspenseful experience that COULD have been mustered up for that counselor player that Jason chose to kill. There should be TWO main ways that Jason can kill.. sneaking up and catching someone off guard. Or giving direct chases. DIRECT CHASES. Let's be honest... they feel like crap. It astounds me how Illfonic hasn't added a "SPEED-UP" timer onto Jason so that when he's dedicated into a chase, he gets faster and faster over 10 second increments so that when you chase someone it doesn't look absolutely ridiculous. Jason chasing someone down an open road and can't catch up?? Chasing someone around a table and it looks absolutely ridiculous and doesn't FEEL like a chase?? These are the things that Illfonic should have tested for, SEEN.. and been like, "Well this doesn't feel right, we gotta fix it".. How hard is it to sit in a meeting and go.. "Hey every 10 seconds, we'll speed Jason up a bit if he's in a chase with someone for so much time" and they need to TEST this multiple times until they feel a point in which chases feel more authentic and less, stupid. This would make the formula for Jason either choosing to stalk up on someone or chase them BOTH more exciting, because they'd both work correctly. The REASON why people aren't playing your game isn't because of dedicated servers and all this stuff you guys are supposedly keeping STATS on preciously... it's because your mechanics are janky, amateur, and unattended... and Jason is not suspenseful. I can guarantee right here in the forums that when Jason is created CORRECTLY and you guys work out all these amateurish mechanics and get Jason functioning properly as the force he's SUPPOSED to be in the game, but make it feel organic, balanced, and fun for both Jason and the counselors together.. you'll win back your playerbase. But it's the right voices you need to listen to.. not those silly stat numbers on a page, they won't win your game back.
  23. 24 points
    Cool. I don’t really see any difference in this video though. It just looks.... darker.
  24. 22 points
    Our next update for PC will address some issues specific to that platform, including a fix for the speed hack that players have been reporting. The next update for consoles - which will not be day and date with the PC update - will include Dedicated Servers, as well as some other bug fixes. We'll have more information as we get closer to the updates being pushed live.
  25. 21 points
    They aren't related, but they do attend the same country club...
  26. 20 points
    I wish to vent a certain something to the devs (coming from a film buff). How dare you. How dare you even allow the possibility of Jason being emasculated by a group of counselors in this game. It's not good enough. You received the rights to this franchise, and you manipulated it to make quick bucks. The slasher trifecta of Michael Myers and Freddy Kruger is completed by Jason. Jason is serious shit. This treatment of the source material is not good enough.
  27. 20 points
    ( @Kodiak no autocorrect fail this time!!) Go ahead and give me the warning cause I can't be soft this time.) @DorianRo What the fuck, man?? Is there ANYTHING about this game you like? Every fucking post & every fucking comment from you is a complaint about this game. "The devs need to blah, blah, blah", "The players are blah, blah, blah", "Jason is too blah, blah, blah", "I think it should be blah, blah, blah".........and now you think they need to make mics mandatory for gameplay?? Really?? Have you considered the reason why you get in rooms where people refuse to talk is simply because they don't want to talk to someone that's constantly whining? Let's consider the guys (or girls) who play late at night with their spouse sleeping in bed next to them. Should they be banned from playing too? What about people who have a hearing disability or a bad speech impediment? We gonna ban them for not being able to communicate with you? Jesus Christ on a rubber cross!! Quit complaining about EVERYTHING and start trying to appreciate SOMETHING.............or quit playing the game.
  28. 19 points
    To Sean Cunningham, PLEASE! SETTLE THIS! We do not want this freezing the Franchise! You will be losing money more than you are gaining! To GunMedia, PLEASE! FOR THE LOVE OF THE FANBASE ITSELF! Revoke this "No More DLC" claws! Please for the love of God some of us just want the promised content we desperately waited for!
  29. 19 points
    Thanks for the honesty, but this is SO lame. You guys are not even trying. You guys are done with the game and this has nothing to do with lawsuits. How I wish I had some glimpse of the future before buying this game. F13 and Jason deserved so much better. Maybe I will keep playing for some time (IF the servers allow me lol), but only because of the good memories and the good friends that I had the chance to find in-game, not because of you guys. Now I know that some people are simply right about some things. Hope you guys enjoyed my money. I'll mark the name Gun/Illfonic. Never again. Bye.
  30. 19 points
    113 is still the level unlock for Weapon Swapping.
  31. 19 points
  32. 18 points
    I decided to move discussion regarding my overhaul ideas into a new thread. I feel like the last thread carries too much baggage from previous discussions. This time, I have a special treat; I have taken the time to create stat screens to go along with my overhaul idea. Enjoy and discuss. Just for fun I am adding some non-canon Jasons. CHANGES Grip Strength: Upon escaping from Jason' grip via breaking free or with a pocket knife, damage is inflicted onto the counselor. No further damage is applied below 10% counselor health, to prevent the case that a counselor would die after breaking free. -Grip Strength: As it is now, inflicts no damage. Normal Grip: 7% damage, aka 7/100 points of damage. +Grip Strength: 14% damage, aka 14/100 points of damage. Stalk: Counselors will not scream in terror when Stalk is active. Note: Stalk as it currently stands in the game lasts 20 seconds while moving for any Jason, regardless of movement speed or if it is a strength or weakness. -Stalk: No additional changes, functions the same as it does currently in every way. Normal Stalk: While Stalk is active, counselors must within 50 meters of Jason in order for his minimap icon to appear. Duration while moving is 25 seconds. +Stalk: While Stalk is active, Jason's minimap icon never appears, except when spotted by flares and when a car's headlights shine on him. Opening unlocked doors is silent(no door opening sound effect). Duration while moving is 30 seconds. Sense: When Sense is toggled off, it fully depletes, as is the case with Stalk. Stunning Jason temporarily disables the ability to detect sound pings for the duration of the stun and for 15 seconds following it. Stun Resistance: Jason gets stun immunity for about 3 seconds when the player regains control of Jason after a stun ends. With each stun, resistance rises by a small percentage. After 10 stuns, all Jasons' stun times are permanently 15% shorter. The next melee stun that occurs within 8 seconds after a previous stun has ended will be 30% shorter than a standard stun. Shotguns and flares are exempt from this stipulation. Shift: The disproportionate difference between the speed and distance of the different levels of Shift are made to be uniform. Normal Shift is now about that of current J5(Roy) for all Jasons with normal Shift, since J5 has a slightly shorter distance than that of J3 or J8. Throwing Knives: Added -Throwing Knives, bringing the throwing knife count to the following: -Throwing Knives: Spawn with zero knives. Normal Throwing Knives: Spawn with two knives. +Throwing Knives: Spawn with six knives. Traps: Can pick up traps that have not been triggered and place them again. Can place a trap in the spot of a previously triggered trap, no longer blocked by the previous one's collision box. New Strength, Fear: Counselor fear raises twice as fast and takes 50% longer to recover from fear effects. Alternatively, the fear accumulation rate is 50% faster and takes 25% longer to recover, while the stamina penalty is twice as potent. New Strength, Rage: As a baseline change for all Jasons, the door/wall Rage walk-through animation is removed. Just walk/run through doors, walls, and fences once Rage is attained. Attacks against Jason and pocket knives used to escape grabs fill the Rage meter faster than normal. Link To IMGUR High Quality Gallery Part 2: PROS CONS + Can Run - Shift + Traps - Defense + Morph - Water Speed + Sense - Grip Strength Part 3 PROS CONS + Can Run - Stun Resistance + Weapon Strength - Sense + Grip Strength - Stalk + Throwing Knives - Water Speed Part 4 PROS CONS + Can Run - Less Hit Points + Weapon Strength - Shift + Destruction - Traps + Stalk - Grip Strength Part 5 PROS CONS + Throwing Knives - Defense + Stalk - Grip Strength + Can Run - Stun Resistance + Traps - Morph Part 6 PROS CONS + Throwing Knives - Defense + Sense - Can't Run + Shift - Morph + Grip Strength - Water Speed Part 7 PROS CONS + Water Speed - Can't Run + Sense - Traps + Weapon Strength - Stun Resistance + Throwing Knives - Stalk Part 8 PROS CONS + Water Speed - Sense + Destruction - Can't Run + Stalk - Traps + Morph - Stun Resistance Part 9 PROS CONS + Stalk - Can't Run + Stun Resistance - Less Hit Points + Shift - Traps + Weapon Strength - Sense Savini PROS CONS + Shift - Can't Run + Weapon Strength - Water Speed + Destruction - Grip Strength + Fear - Stalk Jason X PROS CONS + Rage - Sense + Weapon Strength - Can't Run + Morph - Stalk + Throwing Knives - Stun Resistance Jason X, Uber PROS CONS + Defense - Can't Run + Weapon Strength - Traps + Destruction - Shift + Grip Strength - Water Speed Versus Jason PROS CONS + Rage - Shift + Stun Resistance - Can't Run + Destuction - Morph + Fear - Water Speed Retro Jason PROS CONS + Water Speed - Sense + Stalk - Less Hit Points + Can Run - Traps + Morph - Stun Resistance Mortal Kombat X PROS CONS + Can Run - Shift + Stun Resistance - Less Hit Points + Morph - Stalk + Rage - Water Speed Alternate Jasons Part 4(Alternate) PROS CONS + Can Run - Less Hit Points + Weapon Strength - Shift + Destruction - Traps + Fear - Water Speed Part 7(Alternate 1) PROS CONS + Water Speed - Stun Resistance + Sense - Can't Run + Destruction - Shift + Fear - Morph Part 7(Alternate 2) PROS CONS + Sense - Can't Run + Water Speed - Traps + Grip Strength - Stun Resistance + Fear - Morph Part 7(Alternate 3) PROS CONS + Sense - Can't Run + Water Speed - Traps + Grip Strength - Stun Resistance + Fear - Throwing Knives Part 8(Alternate) PROS CONS + Water Speed - Sense + Destruction - Can't Run + Stalk - Grip Strength + Morph - Stun Resistance Bonus Pamela Template Imposter Pamela a.k.a. Paulma Template
  33. 18 points
    Just when you higher these jokers couldn’t possibly be any more incompetent they release a SP challenge mode where if you fail or redo it you are FORCED to watch the entire cut scene again and again. This has to single handedly be the most incompetent thing I’ve ever seen. Games on the SNES let you skip cut scenes. Do you idiots even attempt to use your brain? Did you have someone play test this? Bc even one stupid deformed retarded playtester would have picked this up. Honestly it’s almost comical how utterly stupid you guys are
  34. 18 points
  35. 18 points
    Dedicated servers are not in the next update. The next update includes Single Player Challenges, Jason Weapon Selection, the updated grab animation, the Perk Update & Legendary Perks, and a mostly-film-accurate skin option for Roy.... Oh, and the engine update.
  36. 17 points
    I'd really love to see this game come out with a patch that actually pays more attention to balancing the 'quality of life' that this game has lost. For example, *Jason being beatin by a group of counselors. It's still silly to see, silly to watch. Counselors should fear him, not want to beat him down. Make him stronger and more dangerous. This is one of the biggest updates that's been asked for... for well over 1 year and a half now, by a lot of people. *Counselors screaming when they are in a hiding spot, just out in the open, ruining any chance of ACTUALLY hiding. Everyone knows it. You hide, Jason shows up, and the counselors screams, letting Jason know EXACTLY where the counselor player is. (How this has been in the game well past the beta is beyond me) There are so many common sense fixes and changes that could have been made with this game that still have not come. The part that boggles the mind is how this stuff has been in the game for so long, when it's just such an apparent bluebook problem with the game. Any other developers would have had this kind of stuff stitched out well at the start of the game's release. This game is practically still in beta.
  37. 17 points
    This is a good question and I will do my best to answer clearly. As we all should know by now, the legal case stipulated that all no new Friday the 13th content could be created from scratch after January of 2018. This is why the F13th Puzzle game soft launched on Jan 13, 2018. I spoke with the folks at the puzzle game sometime in late 2017 about adding Ghost Jason and Kyle to their game. They were very receptive to the idea and whipped up two quick models that they were able to insert and hide within the game before that date. I've actually been sitting on this info for quite a while wondering if we'd get a chance to see it through. Because they were able to slip us into the game before that date, we were cleared to proceed whenever ready. With Gun, building models and new content is not as simple as it is for the Puzzle Game. For instance, all of the content released this past year actually began in the early summer of 2017 and we didn't see much of it for a very long time. At the time they started that round of content, Never Hike Alone had not even been released so fan support was not really there to justify adding us to the game. For all anyone really knew, the movie could be a flaming piece of garbage so it goes without saying that the rights holders were weary of inserting a fan made design, especially prior to other franchise established characters. I actually agree with that sentiment whole heartedly. By the time Never Hike Alone released in October and starting gaining real momentum, Gun still had their hands full with all the previously mentioned content such as Part 4, Part 5, New Kills, Single Player and more. It was very much understood at the time that if GJ had a chance to be in the game, it would be during a future round of content creation sometime later this year if at all. Again, although the devs have been big supporters of ours since our crowdfunding days, this is something that would have needed to be cleared by a lot of people above their heads. Even if approved, several resources and substantial funding would be have to be dedicated to the build. The last we casually spoke about this possibility, we decided to table the discussion until after the legal case reached a conclusion so we could get real answers. I was in this for the long haul and so were they. Whatever changed along the way none of us saw coming. Knowing what we know now about the decision handed down to the devs, the only way GJ would have ended up in the game is if the legal case ended before June of 2018 and Sean (and Victor?) gave us the OK to start the process. Even then, you would not have seen GJ any time soon because it would have taken many months for him to be built and inserted into the game. With all of this said, I cannot speak on the subject of Jason X because I do not know what stipulations the devs are being held to. I just hope that you all will take my words very seriously when I say that if the devs had the opportunity to insert all of their unreleased content into the game, they would have done it without hesitation. They are just as much victims in this situation as we are and even more so because they put a lot of hard work into creating and maintaining this game. Has it been perfect? No, but what independent venture ever is? I cannot even begin to tell you all of the shit we had to deal with on Never Hike Alone and it certainly pales in comparison for what the devs have had to overcome in their journey. No matter what issues they faced, what was important was that the game was being run by people who actually loved the content and subject matter. We were lucky enough to get content and detail inserted into this game that larger developers would have never taken the time to add. As an example, I can distinctly recall Ronnie forgoing his lunch break at the mocap session I attended just so he could give notes on the in progress part 4 model. It was not just the dedication to getting it right, it was also the fact that he knew exactly what was wrong and what was missing. When I saw the unmasked Ted White Jason for the first time I smiled a little extra wide because I saw Ronnie's influence executed within that final design. At every turn the developers listened to our feedback and even dealt with a large section of ungrateful SOB's that bitched and moaned at every single corner. Along the way I even made my fair share of complaints but I never once took for granted the amount of effort that was being put into the game. Frankly, I don't know how they put up with many of the people in this forum and they deserve a lot more respect than what they have been given up to this point. I know I am off topic now but I believe this is something that needs to be said. If my words carry any weigh around here, I hope many of you rethink the toxic environment that has taken over this game and forum. There are many more important things in the world and for all its faults, it is amazing to live in a world we we can play a Friday the 13th game that actually stays true to the source material.
  38. 17 points
    Imo, this just futher proves that Gun/Illfonic. Are using the lawsuit to get out of developing future dlc for this game... I'm hoping development does pick back up after this lawsuit is over, i don't care if its Gun/llfonic. Or another publisher and developer. i just want this game to grow...
  39. 17 points
    Dear Developers, This goes out to my fellow players of F13. Don't lose hope and don't give up. This legal matter will be resolved and I hope that when it does, we will get more content for our favorite game. I see a lot of people on Steam and even here not understand what "indefinitely" means. It just means for an unspecified amount of time. All the developers are saying is they are "holding back on" not canceling entirely any and all new content. Just be patient. Have faith in the system. To the Developers, I am still behind you. Yes there are some bugs that NEED to be addressed but I haven't given up on you. I still play regularly and still enjoy. I still report cheaters and exploiters and hate them when they cheat and exploit. I understand the circumstances you are in and can sympathize. I hope this legal stuff can be resolved soon for all our sakes. Because once it is, this will draw attention again to the idea of a new F13 movie and that will bring in loads of new players. Keep it up, Developers, your game is worth it. I look forward to the first-of-many bug patches and the future-content-patch-to-be.
  40. 17 points
    I've seen some discussions here, on social, youtube, etc, that describe this situation as "shady" or that we are trying to weasel out of the game. Everyone is entitled to their opinion. But here's the thing... I love this franchise. I loved designing this game. I loved directing Kane in the motion capture. It was awesome working with him on kills that I knew fans would love. I loved working with 2D and 3D artists on characters, props, environments. I loved screensharing with the animation team when they took the aforementioned mo cap data, and started attaching data to the rig. Seeing the work we did in the motion capture studio a year prior, starting to come to life. I loved sitting with Manfredini, discussing music, stingers and stems that would later be connected to cinematic kills. To a creator, it's the holy grail to work on a subject that you love AND also have an audience that likes what you do. They like it so much, they give you money for it. That's the most amazing feeling, it's hard to describe. It's kinda euphoric. Not the money, that doesn't motivate me. It's the process and creative collaboration. The hard work and long hours to see something come to life. So when someone says "This is just an excuse for you to weasel out of this game." is dumbfounding to me. Why on earth would I want to stop doing the thing I love with my entire being? As a creator, why would I purposefully want to stop creating something that fulfills me more than anything I've ever done? If you have the opportunity in your life to do something you love, do it! Jump all over it with everything you have. Pour your soul into it and hold on as hard as you can. -W
  41. 17 points
    Long post incoming, because I nerd about this stuff hard. So beware... If you guys remember, back in the early days Jason had, essentially, a cooldown on being stunned again after someone landed a stun on him. This was ANY type of stun. From a weapon, from firecrackers, whatever...It was a brief period of about 5 seconds of invulnerability where he was free to slash at you or grab you in order to get people off his back and regain control of the situation. I'm wondering if it was a massive mistake taking it out? It's my opinion that this cooldown was the single biggest important thing to making Jason a legit threat. It meant that if you were lucky enough to get a stun on him then you had to either wait another moment or two before you were getting that lucky again, or that you needed to BUG THE FUCK OUT of there and use the brief moment of time you gained to try and escape. But ever since it was removed it's been Chain-Stun-O-Rama for any coordinated group tight knit enough to keep wailing him with weapons. I'm usually the last person to complain, as I'm a pretty competent Jason player, even against large scale groups of experienced Jukers, Tankers, and Fixers. But when you've got a group intent on going for a kill and they're plan is to basically bitz Jason full stop with no regard to their safety, it kind of seems against the spirit of the game. I've had it turn out a number of different ways. Sometimes it ends badly for them...hell most of the time it does in fact. Worst case scenario was where I was once killed as Jason, and this was mostly because there's just nothing you can do against that kind of chain stunning where they form a circle and basically play "Jason the Pinata". His only option is to morph away and hope to pick them off with Stalk, but a good group knows better than that. Or y'know....hide like a bitch and run the timer out. Which ain't Jason in any way, whatsoever. I refuse to play that way. The other problem that was alleviated by the cooldown back in the olden days *adjusts old man pipe* was that, well...Jason's slashing mechanics have always been trash. The combat stance was once upon a time at least SOMEWHAT responsive, but nowadays it's practically a gamble as if to whether or not you can trigger a block and punish with a slash. Then there's how his slash is practically unsafe even on hit depending on the weapon and the speed of it. If you land the slash the counselor can STILL attack you before you recover from the slashing animation....for the uninitiated, tell any fighting game aficionado that a move is unsafe on hit, and they will tell you that is a trash fucking move. But in a large group it's practically his only option. You get a hit, they don't care, they hit you back before you're able to slash again, and then they heal up or worse yet, they knock your mask off and set you up for the Jason kill. Then there's the OTHER big annoying feature....Jason's annoying auto-lock on. No Jason, let's ignore the player right in front of me trying to wack me with a bat and lock onto fucking Chad who's 10 feet away and spamming a Crispin Glover dance emote, you fucking Hockey masked baffoon. It's all too much of an unwieldy mess, and I say that as someone who has learned to tame the crazy shit that is Jason's combat mechanics and learned to use them semi effectively. But man...that stun cooldown. That was what REALLY put the fear of God into 'em. Those blissful 4 or 5 seconds of absolute ass-wreckage that I was free to take part in even with the wonky combat physics and unreliable hitboxes, gleefully nabbing a counselor or two and proceeding to take them to an all expenses paid trip to pound-town. Ahhh, those were the days. But enough of MY nostalgia. What say you all? I'd much rather they just give him that brief window of absolute freedom to make an example of anyone who DARED get close to an undead 7 foot tall murder machine.
  42. 17 points
    Notice: for the love of god this isn't a joke or a sarcastic post I have seen good players become the toxic side of the fanbase so I'm.making this thread to encourage the devs and to likely get to the regular fanbase. I have noticed a lot of complaining and a lot of people dissing on the game and the developers firstly....let me say this to everyone if they don't know..... The game and not EVERYGAME in existence will ever be truly perfect! The problem is not the developers,programmers, and or the coders! The engine should be the most to blame if anything! The illfonic team is right now looking through all these problems that we idenfity! Lets not attack them or the game because of something they didn't cause! They have lives and can't come into work 24/7! We can't expect a update EVERY single day! And let's not forget they also don't have the biggest development team either they aren't UBIsoft or the EA team! Lets give them time and our patience to let them handle everything because right now it seems everything should be done in another mega-patch to help get everything done! This shouldn't even be the blame game either! I know so many fans and people are pissed and want some justice like "Test Builds" and what not but for us let them decide what they want instead of us just trying to force or mass change! That is all!
  43. 17 points
    Quick Update: Jason Weapon Selection unlocks at level 113. Jason Strengths and Weaknesses are tied to Jason and not weapons.
  44. 17 points
    Hey everyone! I just wanted to confirm that we have taken in your feedback about door combat and there will be changes implemented into this upcoming patch. Counselors will no longer be able to attack Jason through damaged doors, but Jason will be able to sometimes hit the counselors if they are too close to the door while he is breaking it down.
  45. 17 points
    "You're". You are welcome.
  46. 16 points
    You have roughly the first 8-10 minutes of the match to make repairs to the cars and boat. Get a call off to the cops and allow the timer to start counting down. Everyone complaining about Jason be invincible after rage are more than likely the players that only want to knock Jason on his ass and dance. You can still do that for the first half of the match. Everyone saying it has broken the game for counselors obviously hasn’t been playing the game as it was intended to be played. Escape options are still there. After they fix the bug preventing Jason to be brought to his knees during the sweater stun, the kill option is still there. I’ve played over 15 matches since the update. Players have escaped in all but 3 matches that I have played, and two of those matches, we were all dead before rage. And as a side note, Jason needs to be a little OP in the grand scheme of things (although I don’t think he is in his current state). You are trespassing at his camp and he blames you for his mother’s death. Jason is the main character of Friday the 13th, and he’s a killer.
  47. 16 points
    I think there should be an option to pass on playing as Tommy Jarvis. Sometimes, you just want to do other things until the match is done or sometimes you just want to spectate. For example, if you are chosen to be Tommy Jarvis, you should first get a message with a Yes/No option for you decide what you want to do. If you decide 'No', next eligible player should get that chance. What do you guys think?
  48. 16 points
    This update pretty much sucked all the wind out of my sails. I don't even have the energy for my normal vitriol laden observations. It's like when someone close to you is an addict and you have to cut them out of your life completely. When all of your attempts to help them have failed. When all of your advise has been ignored. When watching them make the same mistakes over and over again becomes too painful to bear. You have to morn the loss of that person, even while they are still living, because that is the only sane thing left to do. Rest in Peace Friday the 13th: The Game May 2017 - May 2018 To the devs: If you ever want to get serious about turning this thing around. I gave you a winning strategy in my reddit post. Feel free to steal that just like you did with my idea for the salt mines. To everyone experiencing the unicorn blood bug: Taste the Rainbow mutha $@%#as! If anyone needs me I'll be playing Dead by Daylight. Have fun rubber-banding back to the car for the next 2 months! Peace out! -=gyaaft P.S. Hey @GunMedia_Ben and @ShiftySamurai, why don't you give me a couple more 'Thanks' reactions for the road. It would really mean a lot to me.
  49. 16 points
    Something I'd love to be able to do is close doors when I am Jason to allow better chance for those Stalk mode jumpscares. Open doors can be a sign you've been there as Jason, being able to close them could allow you to cover your tracks better and remain undiscovered. Having a counselor open a bathroom door to find you standing there would be an amazing jumpscare opportunity!
  50. 16 points
    Anyone else think that they should only allow one of each character in a match? Watch the movies, the only twins are in Part 4. It also ruins it for the Jason player when there are a few people playing Bugzy or Adam and a few more playing as Vanessa. I really think you should be given a "spawn preference" choice for characters as we have between Jason and counselors. I think they should also add incentives to encourage team play, like extra xp for assists like item sharing, self sacrifice (repair the car but don't escape in it for example) and things like that.
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