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GunMedia_Ben

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Everything posted by GunMedia_Ben

  1. Patch Notes 12.12.2017

    You'll see when it comes! We will have more news, so do stay tuned. I have no idea what a Slavini Jason is.
  2. Apologies, but I do not see it being on the docket any time soon. If we get enough support we can look into it, but we have no localized in Turkish.
  3. Hey everyone! While we're all here basically for Friday the 13th, one cannot deny that the genre overall has a major hold on fans. Sure, Jason reigns supreme with slasher flicks, and by gross is the biggest franchise out there, but what else are you watching when you want to get your horror fix on? Are you into the zombie franchise with Romero's zombies? The Monster Squad of Dracula, Werewolves and Frankenstein? Do you go for paranormal with ghosts, or perhaps its Cronenberg's human transformations? What gets you that horror fix you oh so love? (Well, besides Jason ) To be frank, Jason is my favorite character in horror. Always has been, but it's Psycho that really gives me the most 'bang for my buck,' when it comes to horror. The Shining is also a great example of what I really love when it comes to horror. The idea of humans as monsters is more of a driver for me, which is why slashers like Friday the 13th (1-3), Halloween and Sleepaway Camp are such memorable movies. So tell me, what's horror mean to you?
  4. Hey all! So we're happy to announce that the build has gone live for all platforms today! You might see some time differences with each platform, but everything is starting to go out now! The biggest draws are of course the new smaller maps that have been added. We've reduced the size of each map by around 40% which should encourage a bit faster-paced game play overall and give you guys something new/different to toy around with while we work on the already hinted at new content coming at a later date. You might also note that Team Killing has been removed for public matches. Cars can still be used to kill, however weapons will have no effect on fellow counselors, should you be wielding a shotgun. We will continue to monitor game play overall for continued tweaks. For those on Xbox; this is a big one. We've reduced crashing instances to almost nil at this point and are fairly confident the memory leak has been plugged. Things should be far, far more stable and with new matchmaking tweaks we believe things should be far more optimized. Keep in mind, we are still working on console dedicated servers so host-quits will still result in the game ending, however crashing to dashboard should not be experienced. We have also added localization to the game. English, French, Italian, German, Japanese, Portuguese and Russian have all been added. Lastly; we've done another major sweep of bugs and exploits. Rock hiding spots, collision exploits and the outside-the-map exploits that were being used by players have been plugged. You should also notice that items will not fall through the map as frequently/if ever. As always; please continue to send all issues you encounter to www.jasonkillsbugs.com should you encounter weird/odd things or exploits being utilized by players. PATCH NOTES Stability Overall stability should be drastically improved due to a number of crash fixes and a major memory leak fix. Parties/Invites/Matchmaking Disallowing party leaders to join game session invites to sessions that do not advertise (private matches). This is due to not being able to search for sessions that do not advertise, which prevents party members from following their leader into them. Party leaders can now follow public game invites, bringing members with them. Steam Matchmaking tries harder to find lower-pinging matches. PS4 matchmaking up to 6x more efficient with tighter ping requirements. Fixed XB1 matchmaking bugs. Fixed a number of issues with how the game handles Party Invites and Matchmaking; there are still a few issues out there that are rare but it is much improved. Fixed a number of issues on how canceling matchmaking was handled that could leave players in a state they could no longer matchmake. Party members now see their party leader’s matchmaking status and time.\ Various improvements to error messaging. Maps Added Small Maps for the existing maps; Packanack Small, Higgins Haven Small, and Camp Crystal Lake Small. Increased the density of Kill locations on all maps. Adjusted collision on Maps to prevent people from standing on water. Adjusted collision on piers to prevent cars from driving on them . Added a Map Icon to Campfire Kills. Fixed a number of kill spots that were not functioning. Fixed an issue with not being able to fix boat propellers based on boat positioning on the dock. Placed collision under piers to prevent people from swimming under them. Fixed a number of areas that the player could get out of the map. Fixed a number of areas that Counselors could get to that Jason could not. Added better collision around Boat Exits to prevent Jason from getting to areas he shouldn’t be in. Gameplay Team Killing changes. Team Killing is no longer possible in Public Matches. Cars can still cause damage to the players if they are hit. Traps can still hurt and/or kill the player but there is no longer an XP penalty for the person that placed the trap in Public Matches. Private Matches have not changed. Fixed an issue where the Counselors breath wouldn’t start to recharge if the user continued to hold the button after breath was depleted. Fixed an issue with Fear being canceled if pulled out of a car. Fixed an issue with the Police Objective happening when it shouldn’t be. Fixed a number of issues regarding objects falling through the ground. Fixed an issue where Damage and Stun chance were only being calculated on the first attack. Jason can no longer block through traps, firecrackers, flare guns, shotguns, and the Police. Fixed reliability of perks that spawn items at the start of the match. Misc Fixes Increased texture resolution on the XB1. Fixed the PhD for Murder Achievement/Trophy. Improved intro and outro cinematics. Fixed player muted states sometimes getting “lost” after level change. Can now unready in Private Match even when the countdown is low. Fixed a hitch caused by the video settings savegame after signing in or changing those settings. Localization added; EFIGS+J+P+R
  5. Too many pocket knives

    We definitely hear the comments coming from users in various fan-groups; however we also read various communities, read our emails and are aware of people who believe Jason isn't as powerful as they'd like him to be. We absolutely take that into consideration and adjust where we see it's needed from feedback, metadata and other sources that we're able to monitor on the backend. There is no 'wrong' or 'right' way to play the game. The resources available allow each player to try their hand at what they wish to accomplish. The ever-changing nature of repeated play helps to define a metagame of sorts, however we have to ensure that players feel like they have a chance at success, even when the odds are stacked against them as a counselor. A decently good game for a Jason should be considered killing majority, not the entire board. Counselor players give up far too quickly if they are killed without being able to use their skill to win, while we definitely see Jason players get frustrated and quit when not being able to kill counselors as quickly as they like. Prior to the changes of Jason for this patch, we had feedback about how counselors were completely unable to win. We've had 'Jason is too OP,' in the same manner that now 'Jason isn't OP enough.' Every change that happens with a game generally frustrates a segment of the population while causes relief to another. Our goal is to mitigate the amount of frustration in balancing. We're always looking at balance. That balance has to be for the majority of users so that we create as many viable options as possible for a win as either a counselor or as Jason. Even if they want to run around in a Halloween costume while using a dancing emote to frustrate a Jason player, a counselor should know that Jason is going to probably kill them if they slip up for even a moment, and that is likely the case with a player that has a general understanding of Jason's abilities.
  6. Too many pocket knives

    That being said; we have acknowledged that Part 7 Jason does have a hit issue. We are looking into resolving that.
  7. Too many pocket knives

    What you are describing is an edge case; it's assuming that all players in the match would fit the qualification that each of them would use the exact same build and exact same strategy. This is entirely legitimate, however it is an edge case. The solution here is that if a counselor has 6 sprays, the Jason player should be focusing on a grab kill, or continued and repeated hits with his weapon to prevent a counselor from being able to utilize their sprays. One could then argue; but all the counselors are together and have weapons on hand. Okay; that does make it harder for a Jason player to get the kills. However; weapons break. The strategy is patience and waiting for a chink in the armor of the amassed counselors. Eventually several of them will need to get new weapons. Others might stray from the crowd. A lion doesn't attack a herd, it waits for the straggler. Is a lion not a killing machine? Jason doesn't get free rein against counselors simply because he is Jason. He will kill a counselor easily when he's able. I would posit here that you are focusing on your specific play-style. We have had over 2 million people purchase and play this game. Not every game is a 'fight Jason' game. Rarely do I actually ever see people taking the fight to Jason, and those that do are generally well-versed players against those that aren't as well-versed. You might have your friends and those that you play with that follow your style of gameplay, but there's a lot out there that have their way of playing. Well, that's a lobbies prerogative that people might or might not want to follow. Jason is more than welcome to hack and slash. He does a lot of it. It's specifically part of the game and is encouraged. Jason's goal is to kill however he needs to do it.
  8. Too many pocket knives

    I want to add a bit more on what the rationale with knives are and why the spawn amount is where it's at. We're always looking into iterations on how many should spawn, but the prevailing notion is that knives serve two purposes; a 'get out of jail free' card and the ability to disable traps. Focusing on traps here; let's remind folks that the 'stacked' traps was not a nerf, but was a fix for an issue that never should have been in the game in the first place. Two traps cannot occupy the same space, it's just not feasible. Traps for Jason can number up to 7 total and those can be placed wherever a Jason player decides. That can be in the open, it can be near a door, it can happen outside a window....or it happens at the phone box or cars (as is mainly the case with players.) The point is; Jason is able to drop them wherever he sees fit as a player. While a lot of players choose to follow specific routes; we maintain that Jason has the freedom to utilize his traps as he sees fit, aside from indoor placement. Sooo...when a counselor wants to disable a trap, you need pocket knives. There needs to be a number of them on the map as to be able to defeat traps, as well as the potential that Jason is going to grab you. That's one bit of choice that we afford counselor players; use the traps to disable and therefore not alert Jason, or use them to escape a grab if you do so wish. Argumentation from users is that 'well, I can also just use med-spray and tank a trap.' Fair; you can. You are more than welcome to do that...but you alert Jason in the process and a good Jason player can/might be easier able to get you. That interaction all comes down to player proficiency. Good counselors evade/hide while good Jason players get the kill due to an alert. That all comes down to a player. The other side of this coin is the pocket knife for use as a defensive measure. It's designed with music, effects and visuals to be annoying to a Jason player. It's frustrating and designed to be that way. You need to get aggravated when you get a grab (which should mean an instant kill in the correct circumstances) and the player uses that pocket knife. A Jason player is then stuck for a few moments and the counselor has the ability to evade/hide. A good counselor...yet again....either evades/hides from Jason while a good Jason player...yet again....gets a kill. The only difference here is that a counselor exchanges a Pocket Knife consumable for a momentary chance to evade. As a Jason player; if you are fed up with players hitting you with knives; use your throwing knives and use a weapon to kill. You do not have to grab. Grab kills with a 1v1 on counselor without a knife and Jason are almost certainly a 100% kill. To get that, you need to use strategy. You need to find those isolated from groups, you need to plan your course of action. That's how Jason was doing it in the earlier movies, the ones we take a lot from in terms of design and atmosphere. Should you grab a counselor when 4 of them are together? Probably not; one of them will likely smack you. That's a good place to start hacking and slashing. Get them to disperse. Use your abilities to stalk, use them to morph, use them to ambush. We've designed this game where Jason is an unstoppable killer. He's almost impossible to kill and in the hands of a good player he's going to take out that majority, if not all, of the counselors. A pocket knife is in the grand scheme of things either something that negates a trap or causes a momentary delay in Jason being Jason. It's frustrating, sure...to continually have to work to get a counselor, especially those that stack multiple knives. Well....hit 'em with your weapon and don't grab 'em. Don't give them an opportunity to use med-spray with a throwing knife. Learn to ambush and continually grab with stalk and sense or morph. Again; this game is designed for a ton of ways to play as both a counselor or as Jason. Inherently a game is going to come down to an Occam's Razor with style, but when players learn to adapt and work with various strategies they can overcome just about any obstacle when playing as a counselor or as Jason. A lot of what we're seeing is a frustration that Jason isn't playing as a Jason X; this unstoppable killer that kids can't deal with. To a point; that is true. These are 'counselors.' They aren't soldiers. They aren't combatants. They aren't martial artists. They are young adults who want to drink drugs and do the sex and now they've got this big, hulking dude harassing them. The thing is; they can still disrupt him, just as he can disrupt their actions. A Jason player is constantly going to pursue counselors, he is constantly going to be thwarted by player actions...but in the end a decent Jason player is going to kill multiple counselors while a good Jason player is going to kill the majority. It all comes down to strategy; how are you going to overcome the obstacle before you? Sure; nothing's perfect and we're always looking at improvements, but do keep in mind that this game caters to as many play styles as possible, not just the one that results in the quickest, easiest, most assured 8/8 kills for a Jason. You need to be able to think, adapt and overcome.
  9. If you do have a clip of this, please do send it to us over at jasonkillsbugs.com!
  10. 100% standstill

    Unfortunately I do not have anything more for you until we post patch notes. Please do not bump topics as that is against the rules.
  11. Hi everyone!Wanted to take the time to talk about dedicated servers vs host migration for consoles and we’re here to elaborate on what we’re doing for Friday the 13th: The Game. To start; we are currently working on dedicated servers for consoles. That is going to happen, however the time it is taking is rather substantial. We’re going to go a bit more in-depth on why things are taking time for dedicated servers and why we chose dedicated over the oft-requested host migration feature.First off; Host Migration vs. Dedicated Servers.One of the biggest, if not the biggest request we currently receive from our fan-base is for the inclusion of a host migration system.Host Migration would take a very long time to implement, something in the neighborhood of six months or so with our team to be able to work without interruption. It, unfortunately, is not a quick fix as some might believe.Even with host migration, as soon as the host drops we tend to see people leaving rooms and finding new games, thus perpetuating the wait and potential for loss of game data between clients. We’re talking about a good 30-60 second delay for a host switch and in that time is fairly common for users to quit. The potential for multiple interruptions for host migration is a very real possibility, especially knowing that users tend to leave the moment they are killed. We also have an issue if the host is Jason and they disconnect or quit; no one would be picked as a new Jason. With dedicated servers we can swap Jason, with host migration we can’t.While this system is potentially good, it stands as a band-aid rather than a full fix. We’re opting for the full fix.Dedicated Servers and What to ExpectWe have more coming soon, but going with dedicated is a smarter route for the game. Console versions of the game will perform smoother overall and you now have removed the host advantage. Whenever someone disconnects, you take away the need for the game to pause and there’s less of a chance of data loss in-between any migration of hosting duties. Overall; the console version will perform in the same manner that you see with PC in regards to joining and leaving games.We are getting close with our dedicated server system going live, however there are a lot of considerations we have to take into account. We have been working with a partner on implementing our dedicated servers and they’ve been doing a tremendous job in the time they’ve had. This is something we’ve been working on for quite some time now, but want to remind fans that it remains a long process as well to fully implement, just like host migration would.The work has been on track, but we have a lot of security protocols in place from the consoles that must be implemented. We have a lot we have to do on our end to ensure things are working properly so that when we go into audit with Microsoft and Sony, we minimize the time needed to go live. They have a minimum test and evaluation period and we want to get through that as quickly and properly as possible.We don’t have a set date at this time. We are aiming for late-September, but it is not out of the question that it might take more time and could go into October before we release. There has to be an audit that ensures things run properly on consoles and that is a process that takes time.TL;DR - Host migration bad, Dedicated Servers Good. Give us a couple months
  12. I unfortunately do not have any news for you one way or the other.
  13. We understand the frustration, but I cannot offer anything more until a later date when all the ducks are in a row. This is a very long, involved process that requires a lot of work with our 1st party partners and I cannot go into more about that at this time due to NDA with our publishing partners. There's a ton involved with this process and there's a reason many games don't utilize dedicated servers and instead opt for the host migration feature. We believe in doing this right. Doing it right means more time invested in the quality overall for the game and experience. There was no possible way we could have done this prior to launch and now that we have the means to be able to invest back into the game, dedicated servers are on the docket. This isn't a 'flip the switch' kind of proposition, never has been. We've got a lot of hurdles to go over, not much manpower and there's not much that can be done to alter our course. When I have more information, I will let you guys know the moment I'm able, but for now we continue to ask for your patience. No one likes dropped games, but we're working as quickly and as hard as we can.
  14. We ban for breaking the rules and unbanned exploit users (notably those who were using the Packanack bug months ago.) Team abusers are not unbanned.
  15. One thing to remember about perks in the game; they are in no way designed to offer any sort of major advantage. They are 'perks' in the sense that one might get a free coffee at the DMV or that you get a free alignment and tire rotation after swapping tires at a shop and dropping $1,000. Nice...but in the grand scheme of things they aren't designed to change things up by that much.
  16. Our team offered a digital skin of Jason Voorhees as a Kickstarter reward for those that wanted it at specific tiers as listed. $65 Jason Voorhees Digital Pro Pack $99 Physical Game Edition + Digital Content $129 Physical Game + Digital + Extra Download Key Pack $140 Physical 'Machete' Steel Collector Pack $140 Rev. 2 Physical 'Machete' Steel Collector Pack $230 Signed Physical Game + Digital Content $275 Signed Physical 'Machete' Steel Collector pack $275 Rev. 2 Signed Physical 'Machete' Steel Collector Pack $400 Camp Crystal Lake Counselor Database $500 Virtual Team Member $750 Youtube Star $1,000 Jason's Victims $1,199 Name a Cabin! $1,250 Design & Name an Achievement/Trophy $2,000 Jason's Victims + Design an Achievement/Trophy Combo Pack $2,500 Dev Team Hangout $5,000 Design-a-Kill! $6,000 Horror Icon Dinner $7,500 Launch Party $10,000 Be in the Game! We initially stated that our team would only offer the Tom Savini designed skin as a Kickstarter-only item to thank our earliest supporters. They would be the only ones to get the skin, and would get to have something exclusive for gameplay. Our thanks to them, and their way to show off a bit to others that they were there at the start. Of course; we hit 12,000+ backers. Not all of them got that skin. Many opted for the cheaper options that got them the base-game, and many are now realizing that each tier lists rewards. Simply backing the game did not get you the skin. So we decided to take another route when Backerkit opened soon after the end of Kickstarter. We offered the skin as a standalone product for backers at the pricepoint of $6USD. The same can also be said in all regards for the counselor clothing pack; they were a la carte items. You were given a menu in which to choose what you wanted, what they were to get for your level of backing, and when all was said and done we would deliver on those items. We made that clear on Day 1 of the Backerkit that these two DLC were for backers; both Kickstarter and Backerkit. Kickstarter was a month of funding, while Backerkit lasted until the end of March 2017. We made multiple forum posts. We made multiple Facebook posts. We made multiple Twitter posts. We made multiple statements to our Backers, we posted to all current Backers on Kickstarter/Backerkit via updates and emails to ensure they had the right items they wanted and to ensure they bought for the correct platform. We showcased the skin as a teaser, we posted a video, we had Tom Savini reveal his creation on our social channels with final warnings that this skin was not going to be sold after the conclusion of our backer campaign. So here we are and here is where we are always going to stand; that skin and those clothing items are not for sale. They are not for secondary sale. They are for those that backed us and have been with us from the beginning. They are the people that took a chance on a campaign that has produced a game that is overall fun. Sure, we have issues that are being addressed at this time, but no amount of comments, complaints or insults or suggestions are going to bring that skin back. There was over a year and a half time for someone to feasibly learn about that content and purchase it for $6 or $9; you did not even need to buy the game is you did not wish too at the time. This team stands firm that for those of you who missed out; sorry. You missed out. Our backers believed. They funded. They supported. This is our thanks to them with a skin that is in no way superior to the other versions of Jason present within the game. I am sorry for those that want it now, but you missed out. We did everything we could to ensure that the word got out through our channels, press and otherwise, but the answer remains the same; we will not sell them.
  17. We have a small update tomorrow. Shouldn't be more than an hour to update/upgrade the site. Might jumble a few theme items from the new skin, but we'll get things right soonest. Just a heads up.
  18. Images under post

    Yep, we've re-enabled them.
  19. 100% standstill

    This issue has not been known for months. We were only recently made aware of it as reported issues weren't clearly described and we have only received isolated reports this far. Please stop spamming the forums @YouWontKillMe as well as spamming PMs to members of the team. I have responded as best as I can that we are looking into the bug and working to reproduce and then solve the issue, whatever it may be. This issue is a priority, however I do not have specifics on time or information relating to the bug. We have ideas, but when I have a resolution for you, someone at Gun or IllFonic will update. Until such time we apologize for the situation and appreciate your patience as we work to fix this. Please know we are aware, we are working and it is very much on our radars. Note...when an admin addresses you, please listen to them rather than insult them and belittle them. Jpops is a volunteer admin who does an impeccable job and we hope you respect him as he works to act with respect towards all of you. That was unwarranted, wontkillme Thanks
  20. We are working on dedicated servers at this time, however I do not have more news on where they are at. NDAs come into play. Dedicated servers are a very involved process, apologies...but I cannot give you more at this time. As for the completion bug; we are aware of the issue and are looking into it, however the actual instances of it occurring are very low and pinpointing the issue is being done right now. When I have more news, I'll let you guys know, but again...its a very, very uncommon issue that hasn't been shown in enough instances that finding reproduction of the instance is a challenge. We are working on it internally. Anywho.....thank you for the lovely description of physical harm intended for me in that other thread :/. Enjoy the vacation....
  21. Just to help clarify some things; Yes, I am/was tasked with doing community work, but that's also with working as a producer at Gun Media. We've been through the launch of this game with what amounted to 4 total employees working on the game as Gun and around 30 or so with the IllFonic team. We were working on design, marketing, publishing, scheduling, outreach, promotion, and just about everything else you'd expect from a game with the interest that was generated by Friday the 13th. We've always been stretched thin and worked on a lot here to ensure this game reached out to as many players as possible. We've definitely wanted to do more, have more and engage more, but we want to do it as correctly as possible. Community management is a tough thing to do right, and we believe Dan is going to bring a lot to the table to expand upon that for Gun Media. Now that we've been able to find staff that fits our requirements, we're happy to have someone that is going to be fully dedicated to working on community outreach. Shifty has worked on multiple triple-A titles for community and has been doing this for longer than I've been working in gaming. We did a lot of work to find someone that would fit our requirement for what we were looking for in a community manager. All the while; Gertz is focused as the lead producer for F13 while working at IllFonic. Courier is their new CM and is focused on bringing together bugs, suggestions and other things critical to the game from a technical standpoint to the attention of the dev team. Keep in mind, it's his second day, today. We're integrating him into the team, introducing him to various platforms and he'll be showing up more and more as he becomes more familiar with the social channels on our forums, our sub-Reddit, our Discord and of course on Facebook and Twitter. He's working on a plan and we're also going to be talking about what the steps moving forward are going to be. I've read just about every thread here, and Wes and the team do pay attention to our various social platforms where people congregate. We see our back-end data and we know what people are asking for and what they like and do not like about the game. This month has been very, very dedicated to bug fixes and content for our roadmap and while we haven't posted as much as we'd like, the holidays are here, I was out with a health issue *do not herniate your spine...just sayin'* and of course we're ramping up our new CM's at both Gun and IllFonic. Things are starting to be a bit more proper here.
  22. We are currently working on it, please allow some time! Thanks!
  23. New forum theme(old theme) is back

    The work is being done in sequence and takes time. There's a reason we didn't post about it publicly and were intending too after the re-work was completed. It's a work in progress and Brigadius, you have a habit of posting without full information, which tends to cause issues with other users. Please try to get accurate, up-to-date information prior to posting. Unfortunately a lot of what you post about happens to cause confusion with other users not just here on the forums, but on other fan platforms as well...which causes far more headaches for our team and thus distracts us while we're working on the patch that has been in the works for some time. This is not the first time this has occurred, and while we're working to get the forum looking cool again...it would be appreciated if you'd have speculated, rather than post a thread stating that this was the new theme without getting all the facts. Brigadius; please consider this a verbal warning. And frankly...complaining about a sub-forum change for the topic? Really?
  24. I've responded to your PMs and given you the best possible information that can be given. We're currently looking at the issue and trying to address/identify where this issue could potentially be occurring. Spamming is against the rules and while I understand your frustration, please understand that this is an issue that requires time and effort to find, resolve and then patch. We will have news when we are able.
  25. Hey all! First off, here's a handy banner: You can enter here: https://www.originpc.com/promotion/2017/friday-the-13th-giveaway/ A few more details: The total prize is a PC setup with custom F13 Game logos and artwork! This is a rather high-end PC from OriginPC that comes with an ASUS Republic of Gamers monitor, HyperX Gaming keyboard and mouse, ASTRO Gaming headset and GUNNAR Optiks eyewear! We're utilizing 'Gleam' for the giveaway, so very un-intrusive. We will select two-runner up winners to win a console (either Xbox One S or PS4, their choice) 5 random winners will receive their choice of GUNNAR Optiks You have to be 18+ years of age and a legal US resident to enter, no purchase is necessary Giveaway Ends Nov. 30th, 2017. Details, terms and conditions are listed on the giveaway site (No purchase necessary. Open to legal residents of the 50 U.S. & DC, 18 or older. Ends 11:59 p.m. ET 11/30/17. Void where prohibited. See Official Rules for details)
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