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Aldar

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About Aldar

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  1. I'll start talking about the state of the game right now. We enter the game, Jason morphs, hopefully near some counselors, few moments later Jason gets Sense, and commits to relentlessly pursue the counselors, unable to hide. This results in the counselor/s getting frustrated, being killed so early in the game without being able to lose his sight. And Stalk is just... pointless. Pointless for the time we get it in the game, when every cabin is destroyed and counselors are just running in the woods or dying by broken glasses. Now let's talk about the movies. A group of horny teenagers wants to have sex in Jason's garden. Jason has written several times to the Town Hall but the Major doesn't care so he has to take care of the problem. He kill those teenagers one by one silently through the whole movie until the last 15 minutes of final confrontation and loud chase. Well then, why not make the game like the movie? How could we do that? Here's my suggestion. Change Stalk to be the second skill Jason gains and move Sense to the last. I think this could be a very fun and fair change for BOTH parties, Jason and counselors. Counselors would be able to juke Jason more easily in the early minutes and potentially distract him better with the radios and hiding spots, and take advantage of that for a more safe 'looting phase'. Jason could still pursue and catch them, but you could actually lost him for a few minutes. Jason would have a more strategic play in the early minutes, being able to ambush silently while they are still looting and not paying attention, forcing counselors to watch every corner carefully, even peeking through doors (I don't even know if this is still a feature because NOBODY uses it, but I remember misclicking doors back in the Beta and doing it), and only able to see sound blips until he eventually gains Sense and counselors couldn't hide from him anymore (At all, hello A.J) This would result in a better movie-like game while maintaining balance (not needing to nerf Jason or buffing counselors) and improving the fun. More hide & seek early game, more run for your god damn life late game, instead of just the latter since the beginning. I hope you like this idea and share your thoughts. This is a really great game, but together we can make it even better.
  2. Yeah, in my games as Jason they couldn't call the police, but ALWAYS my first Morph was used in the phone, and most of the times there was already someone two feet away from it. This creates monotony and shouldn't be like that. We should be able to Morph anywhere without the risk of getting a 5 minute game just 5 seconds in that game.
  3. Yup I know. I just though it could be a good idea to let the glowing red thingy mark the houses in which there's sound inside while still being able to see the sound circles. Just to clarify which houses are being "used". But on the other side I'd also like it with just the circles and no glow.
  4. I know you're right about combat stance, I just gave up after trying it three games in a row and getting instagrabbed, even while dodging. Even so, the combat felt clunky and there's some hitbox issues. And I didn't know about the spray thingy. That's interesting, but it's kinda silly having to use it on you next to another to heal him xD. Did it gave any experience points from that?
  5. I'm glad to hear that! Sure I know that the Beta didn't offer a lot of features, I counted on that when thinking about the issues and writing the post. I'm excited to see how the game evolves from this point on.
  6. You have a point and I respect that. But the randomness could lead to cheat problems with premades. Imagine a scenario in which two friends are playing, one is Jason and the other a counselor, and the counselor decides to indicate Jason the position of the others and ruin their game. I'm 100% sure this has happened in the Beta (Not in my case, thank god). I've editted the post with this. Also, I don't like to compare, but it's impossible, Dead By Daylight has this "Two Faction" system. It works nicely and its an indie game too. I see no reason for it to not work here.
  7. So, the beta ended. I was able to play a lot of games, even with the server issues, and I think I'm more than capable now to freely talk about what I like and what I don't like, and give feedback based on my experience. Sorry if something is badly written, English is not my mother tongue and I still have a few mistakes. First things first, I love the game. I can't explain how much I enjoyed the beta and I want to make that clear. Yeah, I'm going to criticize A LOT of things, but that doesn't mean I didn't enjoyed the experience. And you're going to notice that I'll talk about the BETA and not the GAME itself. Let's get started... CHARACTERS +Counselors +STATS -COMPOSURE: Reduces fear build-up and makes easier to escape from Jason's grab. Pretty self-explanatory. A good stat, but his secondary use was completely useless in the Beta. There's no way you can escape from Jason's grab if he doesn't lose time looking for an environmental kill, even with Jenny Myers (10 Composure). A "good" Jason will just grab you and instantly spam his Choke to kill you. -LUCK: Increases weapon durability and gives minor increases to many other stats. By far the worst stat in the Beta. It doesn't matter to increase weapon durability because we can't fight Jason in the Beta, it's impossible (and I will talk about it in the Gameplay section). About the minor increase to other stats, I can't really tell if that worked in the Beta because there's no way to notice them, and, if they worked as intended, they were RNG. In my opinion, RNG shouldn't exist in something so important in the game- -INTELLIGENCE: Increases repair effectiveness. Very useful stat. Makes repairing a lot faster and easier. The main problem with the stat is that there's only four things you can repair in the Beta (Gas, Battery, Phone and Electricity) and that there's no real drawback for low intelligence counselors for repairing. A 10 Intelligence counselor will repair something in 5-10 seconds and a low Intelligence one will do it in 15-20 seconds, so it's (almost) not a big deal. -SPEED: Increases overall top speed. Good stat. Simple. Working as intended. Useful. Moving on. -STAMINA: Increases overall stamina pool and reduces the stamina cost of actions. Hands down the BIGGEST PROBLEM of the counselors. Before the 25th Patch, every single counselor besides Vanessa and Tiffany had two choices: 1, walk all the way from one camp to another to save stamina so you can run if Jason appears, or 2, jog/run from one camp to another and lose all your stamina halfway. After the 25th Patch the problem was kinda solved, everyone could move from camp to camp and at least save half of their stamina, but now there's counselors with more Stat Points than others. Before the patch, everyone had 35 Stat Points. After the Patch, Vanessa and Tiffany have 32, Kenny has 36, and everyone else has 37. Even so, the Stamina System doesn't convince me in its actual state, neither as counselor nor Jason. I'll talk more about Stamina in the Gameplay section of the post. -STEALTH: Reduces the amount of noise generated and Jason's ability to sense. A good stat overall, but 80% useless because of Jason's Sense ability in its Beta state. With A.J. Mason or Tiffany, both 10 Stealth characters, sometimes you could evade Jason's Sense and sometimes you couldn't when crouching/walking/hiding, so I have to suppose that Stealth, Noise and Sense evade are RNG. I've tried a lot with different characters. I've evaded Jason with Vanessa hiding in a closet but he caught me when I was doing the same with A.J. . I sincerelly don't know how it works, so I'm going to blame RNG and Jason's Sense in its Beta state. Please I'd really appreciate if someone corrects me if I'm wrong. I'll edit the post ASAP. -STRENGTH: Increases weapon damage reduces the stamina cost of combat actions. Like I said when I talked about Composure, counselors couldn't fight Jason in the Beta, so I can't say if it' s good or bad. I guess it's good, but I couldn't test it in a 1v1 situation against Jason, because in the Beta that was instant death. +PERKS I'm not going to talk about every single perk like I did with Stats. I think most of them are good and some of them are completely useless. I'll group them in three: Stamina, Item and General perks. -STAMINA PERKS: Aquanaut, Marathon and Restful. Besides Aquanaut (which isn't useful in the Beta map), Marathon and Restful are extremely good because of the current state of the Stamina System and if it doesn't change they will be used together 100% when the game releases, restricting build variation and creating a Build Meta, which I personally think it's bad, at least so early in the game. -ITEM PERKS: Firecracker, Hypochondriac, Medic, Pyro and Slugger. Good perks but they depend in the item usefulness. I'll talk about items in the Item section. -GENERAL PERKS: Level Headed, Low Profile, Scout, Spatial Awareness and Thick Skinned. Good perks too, but I have to talk about three of them: -Low Profile: It's badly explained and creates confusion. The 50% chance of evading Jason's Sense only happens while crouched. -Scout: Could have some use if Jason could use bear traps like the counselors, but not in the Beta. -Spatial Awareness: Stumbling is not a big deal in the Beta. Doesn't briefly slow or stuns you so no one bothers about it. +Jason +ABILITIES -MORPH. Jason is slow and has to kill 7 people in a big map, so I think he really needs this. -RAGE. It states it heightens Jason's other abilities, but I don't really know how. I suppose its cooldowns, but I can't notice it. Bursting through walls and doors is really useful. -SHIFT. Jason's "Chase ability" and I'm not going to lie, I don't like it. It's difficult to control and it breaks Jason's immersion (in my case at least and in its actual state). You rely on this skill to catch people on the run and make a good grab or attack the moment you exit the Shift. I'll talk more about this in the Gameplay section. -SENSE. Jason's most unbalanced ability in the Beta. You sense people fear and noises around you, and I think Jason needs this to find counselors, but in the Beta you don't sense them. You basically see them marked in glowing red through everything. +DIFFERENT JASONS In the Beta, Part II and III Jason were kings because of their ability to "run". Part VII Jason is EXTREMELY slow and relies on Shift even more than the other two, making him the worst Jason in the Beta. ITEMS -Firecrackers: They're supposed to distract Jason, lure him and mask your own noises, but with Jason's Sense actual state, they doesn't have much use. -First Aid Spray: They're useful, but they could be even more if Jason attacks more than he grabs and/or if we could use it on other players and gain experience by healing them. -Car fixing items (Battery, Gas, Keys): Nothing to say here. -Walkie-Talkies: I think they're useful and they were kinda glitched in the Beta. I could hear other players from the other corner of the map because they had walkies but I didn't have one. I think there should be less of them too. -Bear Traps: Good and useful items but their usefulness is "capped". First, Jason can't use them, and I think it'd add more tension to the game and give the Scout perk some use. Counselors place them in front of locked doors and covering the whole entrance to the barn. There isn't a lot of strategic points to place them. -Pocket Knife: By far the best item in the Beta and the only real way to escape from Jason's grab in its actual state. -Weapons: There are several weapons counselors can use to fight Jason, but you can't fight Jason in the Beta. I think they're good, some weapons deal more damage than others and some have more stun chance than damage. GAMEPLAY The gameplay experience overall is decent, but lacks pressure and possibilities. I'll divide this section in three: Counselors, Jason and General. -Counselors We have a list of objectives to escape: Fix the blue car, Fix the yellow one, Call the police and Call Tommy. The cars were ultra glitched in the Beta, but I managed to escape twice, and the experience is good, a lot of teamplay. Police is by far the easiest, faster and safest way to escape in the Beta. The two final days of the Beta were basically everyone rushing the phone, looking the outside of the cabins for the generator and escaping, ending in a 5-10 minute game. I think this should be changed, because it isn't fun for Jason and even for the counselors. You just fix it, call the police, move to the north cabin and camp them until police arrives. When this happens, there's no reason to keep searching for items and exploring, just wait 5 minutes, stall Jason and run. Tommy Jarvis is listed as an objective to escape but it didn't felt like that in the Beta. Lore-wise, Jarvis comes to help the counselors and fight Jason, but in the game's actual state the Jarvis player joins and feels like it's another counselor with more stamina and a one bullet shotgun, because fighting Jason is impossible in the Beta. Also, his voice line doesn't help. He is supposed to fight Jason and insult/provoke him, but the moment he sees a dead body he's like "Oh my god! Jason is killing people!?" and you're like "NO SHIT SHERLOCK!?". Running from Jason is a game of jogging, crouching to recover some stamina, jog or sprint a bit again and dodge Shift+Grab combo. It isn't fun at all. You don't feel any pressure. Also, if Jason focuses you, it's IMPOSSIBLE to lose him, even with Vanessa. You can sprint the whole map from one corner to another but you'll never be able to lose him because of the actual state of Jason's Sense. Hiding. Like I said in the Stealth section, I feel like sometimes it was useful, and sometimes wasn't (which is good, but I think it has a big problem of RNG and Jason's Sense Beta State). Again, if someone can explain how Stealth and hiding exactly worked in the Beta, please enlighten me. Fightning Jason in the Beta was instant death. Counselors take AGES to swing their weapons and we can't almost control the direction of the swing, and while we are swinging, Jason just attacks or grabs us, stopping our animation and killing us if he grabbed. We have a combat stance, dodges and blocking. Swinging in combat stance is the same than doing it normally, or at least I can't notice any difference. Dodges felt clunky and were useless against Jason, I think because of hitbox issues. I think blocking was working as intended, but it was useless anyway. In the case you have a 1v1 situation against Jason without grabbing, block all you want, but you're gonna fall eventually because Jason swings instantly and without any recovery and you take ages to swing and recover. Also, if you're grabbed by Jason, it's IMPOSSIBLE for you to escape, even with 10 Composure counselors. Mash E all you want, the moment Jason hits the grab kill button you're instantly dead. Interaction with other players is almost non-existent. Besides working together to fix the car, there's no point in trying to help your teammates from Jason. The only way to stun Jason and save a grabbed teammate is that Jason loses time searching for an environmental kill, because if he decides to do the Choke Kill (for example) he activates his I-Frames and the kill animation instantly and you are either arriving or in the middle of the 21847198651 years you take to swing your weapon. Also, you can't heal injured teammates, only throw the healing spray to the ground, which I think it's silly. We have very few actions granting experience. The only ways counselors can gain experience in the Beta are: blocking a door, placing a bear trap, Jason stepping in the bear trap, fixing battery/gas/phone/generator and hitting Jason (I'm not including the experience from escaping). We need more ways to gain experience and ways to interact with other players, and this I think it's high priority. In-game voice comms are great, but it also has a problem: Trolls and open mic-people. In the Beta, we couldn't mute people in-game and I encountered a few trolls than annoyed me a lot (Music, screaming...) and people who doesn't know that there's an option called Push-to-Talk and I could hear their whole house. This shouldn't be a big problem in any other game, but in Friday the 13th The Game Jason is supposed to Sense noises, and voice comms are supposed to generate noise, resulting in Jason's attention. -Jason Jason gameplay experience is less complex than the counselors. Just chase and kill everybody. Let me clarify, that isn't bad, is what it should be, but in the Beta it felt kinda frustrating sometimes. First, after joining the game, you are FORCED to immediately Morph to the phone and guard the area until Morph is up again or you've scared nearby counselors, because if you don't, you'll probably have a 5-10 minute game. Chasing counselors isn't fun at all, especially with Part VII. There's NO WAY you can get to counselors without doing a Shift+Grab/Attack combo OR surprise them behind a a corner when they walk (and this doesn't happen often). Yeah you can eventually catch them if they are out of stamina, but when the jog-crouch-sprint was discovered, it was impossible (I'm talking about Part II and III, VII will never catch anyone even if out of stamina). When counselors are out of stamina, they tend to stumble, which I suppose it's some kind of punish for counselors and an advantage for Jason, which is good, but in the Beta stumbling didn't do anything. Didn't briefly slow nor stun the counselor, and if it does, it isn't noticeable for Jason and he can't take advantage from it. And, as Jason, seeing people jogging away from him like they're doing excercise instead of sprinting and screaming is silly. Like I said before, I don't like Shift, just because if I want to play a teleport+attack combo killer I'll play Dead By Daylight's Nurse, which is EXACTLY this. I want Jason to be unique, and every Jason to have his own playstyle, but in the actual state of the game Jason feels like the Nurse from Dead By Daylight. That's the harsh truth. Sense in its actual state isn't fun. Rather than use the ability and think "Where can they be?" it was like "Lets see where they are". I think I don't need to explain more. Environmental kills feel extremely situational and doesn't happen often. I've already said that counselors are unable to escape if they are grabbed, but that changes drastically when looking for environmental kills. You have almost NO TIME to search them before the counselor escapes, so if you don't happen to grab him just right to one, you are forced to immediately do a grab kill if you don't want him to escape. Also, in the case of the back-break one when you throw them to a cabin wall, you can't do it in any point of the wall, you need to search for a very specific point to perform it. -General Gameplay Procedural generation its just for items, generators and radio. The map itself is always the same, three camp hotspots with three cabins, the middle big house, the barn and the graveyard, always everything in the same place. Jason's shack and the cars always have two potential spawns, same for the radio and generators/phone. I feel like the cabins are always the same in the inside too. I'm not critizicing anything, just explaining how it is, and I will give my suggestions later. This kinda leads to the second topic. The forest feels empty. There's absolutely nothing you can do or interact with in the forest. Yeah, the forest is Jason's domain and you're kinda fucked if you stay in the woods, but I also think there's a lot of wasted space in there. Easter eggs are very good and add a lot of life to the game. I loved how the community were exploring every single corner of the map looking for ways to kill Jason, Pamela's shrine, her sweater, the graveyard. The more easter eggs, secrets and hidden mechanics in the game, the better. Jason player being chosen randomly I think it's a HUGE mistake. There are two "factions" in the game, Jason and the counselors. There's going to be people who likes to mainly play Jason (like me), people who likes to mainly play counselors, and people who likes to play both equally. With the actual system, you're basically forcing a counselor player to play as Jason or vice versa. In my case, for example, I've played around 60 games during the whole Beta test (sadly because I suffered the server issues more than others) and I've been able to play Jason only 10-15 of them. Don't misunderstand me, that doesn't mean I didn't enjoyed those games, but I personally prefer to play as Jason and I couldn't enjoy him as much as I wanted. Also, this could lead to problems with premades. I've played with a friend a lot and sometimes one of us was Jason and the other a counselor. We played fairly, we muted each other in discord. But other people may not be like that, and ruin the entire game for the counselors by giving Jason indications. SUGGESTIONS In this section I'll post my suggestions to improve the game based on my own experience from the Beta. +About fighting Jason and combat: - Add recovery time to Jason's attacks and grabs so he can't spam them and punish him if he fails, giving counselors a slight chance to fight back. - Speed up (maybe a 20%?) counselor's swing animation and grant us the ability to control the direction while swinging. - Reduce Jason's swing speed. +About counselor stats: - Stamina needs to be reworked or changed. I sincerely don't know how, but counselors besides Tiffany and Vanessa need at least more stamina. - Luck needs to be changed. +About Jason: - My biggest suggestion is to give every Jason a unique chase ability which isn't Shift. Maybe a charge or a weapon throw. - Zombie Jasons needs something to not completely rely on Shift. - "Human" Jasons should run at least like a counselor with 3 Speed, so he can perfectly chase people without stamina or jogging and doesn't rely on Shift for the entire chase. - Sense needs to be reworked so we only see sounds, not counselors in glowing red. Houses with sound inside could be marked as red like in the Beta. - Give Jason the ability to use bear traps like the counselors. +About Counselors: - We need more things to interact in the map to give experience. - We should be able to heal our teammates. - Stumbling when jogging/sprinting without stamina should briefly slow or stun the counselor. - Tommy Jarvis voice lines should be more aggresive towards Jason. He is supposed to fight him and he shouldn't be afraid of him. +About gameplay: - The buildings and the graveyard should be completely procedural, not the same buildings in the same places every game. Every building should be completely procedural in the inside. - Add one or two more cabins or a useful building to use some empty space in the forest. Maybe a nursery cabin? - Counselors shouldn't be able to see the map in the case it is 100% procedural. Add a new item "Map" to grant them that. - A couple new items to give some more variety. - Add a new item "Toolbox" which should be needed to fix the phone. I think this should be a good way to stop the "Rush Phone Meta". - Phone, Radio and Generators should potentially spawn in every cabin, not the same three every game. - Let us choose what we want to play before the game: Jason or Counselors. And that's all. I'll add more suggestions if I think new ones. I'm eager to see what do you guys think. We all want this game to be the best game possible, and we can help with our feedback.
  8. Aight. I've been playing the game the whole day and I think I can start giving my thoughts about it. First things first. The game is super fun. I've escaped, I've died and I've destroyed 7/7 counsellors, never got tired of anything. Now, thoughts and suggestions. 1.- Jason Part VII is a god damn SLUG. Not something bad, I like the way he's intended to be played, but right now it's the worst of the three Jasons. You don't kite him, you just run away from him. Yeah he can shift and hit/grab, but if he fails (which is easily avoidable) they run away. I think he needs another mechanic/skill. I've thought about a "Obsession" like DbD but kinda different, like locking on just one counsellor you're chasing so he "chills" or whatever and he runs slower, or drain his stamina faster. I don't have anything bad to say about the other two. They're fine. You can kite them, but they can get to you eventually. Being said, he's really fast underwater, but in this map people don't use to swim. Hopefully he's better in maps with more water. 2.- Grab Kills and Grab Escapes. Let's talk about kills first. I've noticed that if you're not in a "right" spot, you can't execute Grab Kills. For example, I grab stupid Chad 20 cm near a cabin wall, facing it. I can't perform the axe "balls crusher" (Don't remember his name atm) if I don't move to a plain terrain. Seems legit, you wanna crush his balls, throw him to the ground, you have a wall in front of you, asshole, BUT, I can't even do the "Choke" one if I don't move to the center of the cabin. Like, wtf? Now, Grab Escapes. Let's be honest, if you don't have a pocket knife. they're useless. Every Jason with some brain will just smash buttons to instantly kill you. I think that's not fair, and I want to suggest a possible solution: Make Grab Kills to be "casted" instead of being instant. Make the Grab Escape smashing be useful and slow the cast a bit. That way, I think if you're alone, you're going to die if you have low Composure, probably even if you have it 10/10 like Jenny Myers, but if you have homies, they can hit Jason and save you. 3.- Environmental Kills. I really like them, but I really hate how they work right know. Let's imagine I grabbed stupid Chad and I'm facing an exterior wall. I wan't to throw him to the wall and crush his back. To do so, I need to go to the EXACT middle spot of the wall to succesfully perform it, I can't use the whole wall. Just the exact spot. I'd like to talk about other evironmental kills, but I couldn't try different ones. I hope I can be able to do so soon. 4.- Stamina. What can I say. Vanessa is a goddess. I think she's the most played at the moment because of the stamina (also the speed, but come on, stamina). I like how it's intended to work and it's fun and adds intensity to the game, but it also makes it kinda frustrating if you don't have a high stamina character. Let's face it, right now imagine I want to play Jenny Myers. I'm in the bottom left cabins and I want to cross the bridge and get to the big house in the middle of the map. I have two options. 1: Walk all the way and waste 5 minutes to arrive so I don't spend stamina. 2: Run to the house and get exhausted already in the middle of the bridge. It's kinda frustrating. Nerfing Vanessa is a bad decision in my opinion, she's the athletic girl, it's supposed to be like that, so here's my suggestion: Make stamina decrease ONLY when Jason spots you (when the music starts). Maybe increase the base amount would help too, I'm not 100% sure about it. 5.- Stealth and Hiding. Useless. I don't even bother to hide if I'm being chased because he's gonna find me right away. And trust me I've tried with every character I had unlocked, even high Stealth ones. With Vanessa for example I moan like a pig and he finds me really easily. With Jenny the best scenario I had was hiding under a bedroom with a lot of beds, holded my breath and when he hitted the wrong bed I used his weapon-stuck animation to run away (which is kinda useless too, and that's my next topic). 6.- Running away from Jason. I usually play Vanessa and I'm going to tell my experience with her. I've managed to lose Jason a lot of times, but it's really, REALLY difficult. I'm talking about Part II and III, VII is a lot easier. If I manage to make some distance, he immediately senses and shifts near me. I kite the shift-hit-grab (which is easy), and run away. Seconds later, the same proccess. Over a over again, until I run out of stamina, and eventually catches me. 6-7 minutes kiting Jason is my record. Sincerelly, I don't even know a possible solution for this. But the thing is, you can't (almost) never lose Jason if he's focusing you alone. 7.- Escape routes. There's three escape routes for the beta map, Whatever Haven (Higgin's?): Police, 4-Man car and 2-Man car. I won't mention Jarvis because I think it's a bonus objective and not a escape route. I've played around 30 games and I've only managed to escape using the police. I got close to the car escape but Jason killed me (last survivor, the car was fixed and I had the keys). Like in my last topic, I don't know a way to balance this, 'cause if you buff or nerf them, they can break the game entirely. Maybe it's a newbie issue. Beta day 1, nobody knows potential spawn places, everyone plays like a headless chicken. I just want to notify: Police is the easiest, faster and most secure way to escape RIGHT NOW (DAY 1 BETA). Maybe tomorrow or in two days, or in release, when people (me included) knows how to play effectively, this changes. I'm eager to see your opinions.
  9. Of course you're right. I just talk about what I've seen. I'm excited to play the beta and experiment every aspect of the game.
  10. I just wanted to bring here a Reddit post from the user ceaRshaf (https://www.reddit.com/r/F13thegame/comments/5itf6o/after_watching_the_gameplay_video_here_are_my/)and add some thoughts of my own about the IGN gameplay. >ceaRshaf: There is little tension from what I have seen. This comes from multiple design choices that they've made and some will be addressed in the following points. Jason should be knocked out only maximum once per game and with very hard difficulty. Survivors stacking to beat Jason with baseball bats then knocking him to the ground is not only not scary but quite funny. Jason should not run!. Period. You change your design, you make things happen in other ways, but killers running is not cool, but very, very funny. You want to laugh when the killer comes? In the movie Halloween I remember the director saying the Michael Myers was rarely seen walking down the stairs because when people do so they make a hopping movement that is not fitting for the character. Michael should not look funny when he comes down the stairs, so shouldn't Jason when he comes after you. Just increase his walk speed and make him more menacing when doing so. Like he is in a rush to kill. Too much item searching. I get it, you need to do stuff in order to get out. That is ok. But the game looks too much drawer simulator. Too much information about things we should not know in game. Why can I see other players on the map? Walky Talkies should allow players who have them to see each other on the map and that's it. Do not make people with walky talkies be able to talk to each other cause people already can do that off game. Make these items have other relevance, like showing players on the map. Better animation interpolation. They are just no fluid. It's a very big break of immersion because the animations jump from state to state. Remove the screen effect when Jason uses shift. What is this nonesense? Make a cool sound effect don't put a visual camera distortion, like I am a robot or something. Please, keep in mind immersion. Too much darkness.. Not saying it should not be dark, but not black dark. Make it blueish, to give the game some atmosphere, even in dark areas, just like your concept art has. I need to feel isolated and helpless. By the gameplay I really don't feel it. I do not think playing Jason is going to be fun. Am I a serial killer or a pinata for the survivors? The camera angle is not helping the game feel smooth. Why not make the player be in the center of the screen? Want a cinematic experience? Ok. But then work it so that it doesn't feel clunky. Encounters with Jason need to be scary and memorable. They happen to often and survivors just gang him. In movies characters die alone, and helpless. Also, when Jason is near he has a very potent presence, really lacking here. I pretty much agree with most of the topics. Personally, I'd like to see Jason running or doing a short sprint, but in the gameplay the animation was so funny, like he was doing footing instead of stomping the ground like a Tyrannosaurus. I like item searching too, but I'd like to see weapons being rare loot, it feels so unfun and not fair from Jason perspective to see all the counselors with bats and axes in a gang like The Warriors. On other topic, as counselors, we shouldn't be able to see where are the other players. Technically, we are LOST in the forest. If we are able to found everyone and move like a gang in three minutes, where is the fun? The screen effect from Jason's shift. Totally agree with that. Is it Jason or the god damn Slenderman? Make Jason able to defend himself when he's grabbing a counselor. He is a force of nature and definetely should be able to swing his weapon with his free arm. That should help a bit with the gangbang we saw in the gameplay, with two counselors beating Jason and stuning him for days. Camera angle. I just hate it. The camera angle we saw in the, PAX gameplay trailer of Jason? (I don't remember right now), the one with the character in the center. We could see a lot more of what was happening and it was really good. The camera angle we saw in the gameplay, I don't know, the only thing I can see is the back of the counselors and some action in the right part of the screen. I hope you guys agree with some of this topics and can make the devs hear them. We all love Friday the 13th and we want the best game possible.
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