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Daneasaur

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Daneasaur last won the day on July 26 2018

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About Daneasaur

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  1. This is also another possibility. I would therefore shift it that instead of time running out and the counselors winning, have it be that "Five" wins if time runs out. This then forces the counselors to take an active role to finish their objectives. That said, that again works akin to teamers in the current game, such as running people over or otherwise helping jason.
  2. So as we all know, the Paranoia mode was teased but not ever released as the programmers couldn't find a proper way to make it 100% "fun". I feel that, as a few more reverse-horror games have come out and a particularly notably game is currently popular, I think I know what the mode was going to be like. Now from what we know, the idea was that there would be 8 counselors, but ONE of them would really be "Part 5 Jason" and could kill the others and a large part of the game would be determining "Who is 5" while 5 slowly picked everyone off. Now a trending game right now is Among Us, a game where you have a group of people and one to two "impostors". The goal of the normal players is to finish the tasks on the stage. When you're an impostor, you're supposed to fake doing the tasks, Sabotage the efforts of the others to finish their jobs, and kill them off. Now one could EASILY see a similar function inParanoia, but as the devs said, they had a hard time figuring out how to make it "fun". I Think i know what these problems consisted of and how Among Us avoids the issue. 1: The Killer has a cooldown. After a successful kill in Among Us, it's anywhere from 10 to 30 seconds before they can even try to kill again. In Paranoia, they likely didn't have a cooldown and so there was little to stop the killer from just playing as Jason. 2: Meetings and reports. There is a Meeting zone on every map in Among Us. On this spot is an emergency gathering button. As a bonus, when someone finds a dead body, they have the ability to Report it, which instantly pauses everyone and forces them into a meeting to discuss who the killer is. This was likely miles away from what Paranoia would have had and may even have required specific map variants to be built JUST for the game mode. 3: Voting. A key component in the meetings is not just discussing "who is the killer', but also making everyone gang up on a single person to remove them. Said removed person is disposed of with no risk. Paranoia likely had no sure-fire way to remove the killer in this way beyond shooting them or melee killing them, yet that requires friendly fire to be turned on and then we'd have Day 1 F13 problems of counselors murdering other counselors just for the hell of it. 4: Tasks. The innocent players in Among Us are preoccupied with things that need to be done, and only when EVERYONE has done EVERYTHING will the innocent players win. This extends to even when the innocent players are dead as they, as ghosts, still need to finish their tasks. Now, F13 has "tasks", but only one person needs to do them (IE: fixing phone). I imagine that they couldn't come up with a large enough laundry list of "things to do" for everyone and many players twiddled thumbs or didn't need to do anything, and as we know the only post-death thing they have is Tommy Jarvis. 5: Sabotaging. Sabotaging in Among Us is a multi layered function. Namely one function is to lock all doors of an area. The other is to start a countdown where something will fail and then ALL the innocent players die if they do not assess it. This also functions as a way for the Intruder to force people into a kill zone. There is no possible way that such a function could be done in F13. 6: Kill Animations. F13 is prided on it's kill animations, however many can attests that most take a few seconds to perform, so it'd be very easy for someone to stumble upon a 3-4 second kill animation in progress. Among Us fixed this by only having the kill animation play for the victim, whereas for the killer and everyone else, it just looks like someone bisects them, allowing the killer to run their ass off and hide. This sort of alteration was likely not considered for Paranoia. 7: Task Animations. Among Us tasks have the function of being visible ONLY to the person performing them, whereas everyone else just sees them standing near whatever is to be interacted with. Paranoia could likely have a typical "fixing fuse box" animation, but then that's only something a counselor is doing and not the killer, meaning that we have no sure-fire way to ensure a counselor can't tell who the killer is. In summary, I think THIS is all why Paranoia was canned (before the lawsuit). The devs likely could play by honorable rules, but the problems came when trying to make it so that randoms playing with other randoms wouldn't just all kill each other.
  3. This is a small adjustment, but one I'd really like to see put in. Basically, when Jason performs the "Window Toss" kill on a closed window, it breaks and makes sense it kills the person. If he throws them through a broken window, that also makes sense. However when he tosses them through a simply open window, it doesn't make sense. Also, many Jason players, after performing said kill, will break the window anyway. Why not make it so that no matter what, windows break if Jason performs the Window Toss kill?
  4. Burning Jason won't be a thing for sale. That said, it's overblown as to how "awesome" it is. His grip strength is low meaning even a Chad can wriggle out of it fast, meaning you likely will only get to use the choke, environmental kills are difficult to pull off, and the time taken to do something other than the choke can mean the counselor wriggled free. His Weapon has only three kills and only one of them is really any fun. His setup is Destruction and Weapon Damage, meaning that he is basically meant to chase and slash. The most jarring thing about him, however, is how he looks nothing like any of the other Jason models, namely in the shape of his head, and it's become jarring enough for me that I don't use him much. Back on topic: What I foresee is that when this case is resolved, the best thing we can hope for is a Sequel game. That said, I want to be able to go against bots just like I am now in this game. I want to play offline with my data, use my unlockables, etc. Honestly, despite the bugs in this game, I love it. You feel powerful when You're Jason and you feel scared as a Counselor and I wouldn't ever change that formula. I want Jason to remain "broken" and OP and able to kill any counselor in his hand instantly. I want the counselors to be the only ones with Perks. I want the same arbitrarily difficult rules for needing to kill Jason. I love the expertly motion captured kills, and having reached rank 150 on my offline only copy on PS4, I'm STILL frequently playing vs Bots just because it's so satisfying. A sequel would need to retain all of that, and frankly, that's a daunting task.
  5. So we have any news on what's happened? Last bit of news was "seems like june is when it'll happen"... Well June passed. Where are we at?
  6. Slashing is something I normally do to weaken my prey until I grab them. That said, if I've gone into rage, i stop grabbing and only slash. by only slashing, you disable pocket knives, and if you're in rage, enough playtime has passed that getting knifed is too risky.
  7. Agreed. That's what this game was founded on: You're not a hero, you're not the chosen one, you're the fodder Jason offs in the first 15 minutes of the film. DBD players need not apply here. You're forgetting that F13 was NEVER meant to be a perfectly balanced game. Playing as Jason was MEANT to be a power trip, it was MEANT to be that 9 times out of 10, there are NO survivors. Why do you think the scoring system and leveling system works the way it does? You can show up, pick your nose, get killed by jason, then just be in the lobby when the game ends and get the largest single match bonus, which is simply by being in the group when the round ends. The fact that the game has been out THIS long and you don't get this means you've been playing DBD too long and forgotten what F13 is all about.
  8. I want my profile data saved offline, so that when the servers are killed and the console platform is abandoned, I can still boot the game up and use Part 7 Jason with the wood axe and any by-hand kills I'd like.
  9. Basically this. For this reason, my ps4 copy of F13 will eternally have roughly 4 achievements unlocked. I believe they are: -Get a kill as Jason -Kill someone with the door slam kill -Kill someone with the Machete Dismemberment kill -Kill someone hiding in a tent with the Sleeping Bag kill But yes, all accumulative achievements can't be obtained. You are not even able to get the "use all kills at least once" achievement (of which I can firmly say the hardest to get is the cemetery fence kill since said fence appears in ONE map and there is usually NO reason to go there.)
  10. Ah nice, I'm glad he understood it and will ask the team about it.
  11. As we know, the only music the player playing as Jason gets to hear is Part 3's music. This is a bit of a problem since each Jason has it's own theme music, including the NES Skin of Part 3. Considering how many people play offline for extended periods of time, it would be nice to make it so that the player who is using Jason could hear the correct music.
  12. I think I'll play some offline. I have a lot of work to do today, but no reason I can't play as Part 7 wielding a Wood Axe while killing some bots. The new Rage mechanic is a glorious mechanic and actually makes me feel like being in "the final act" where Jason has just had enough of the stealth bullshit and is wiping everyone out who gets in arms reach. It still amazes me that I got my mother to marathon part 1 through 4 with me a few years back. She got a total kick out of some of the trivia I picked up, some of the actors who got their foot in the door of acting through these movies, and loved picking out the cars.
  13. Still a long wait, but I have hopes that a sequel game will come. I just hope that the game is built with a more stable framework that makes patches and such easier to implement.
  14. The more time passes, the more evident that the plan was to keep dangling new Jasons in the distance to entice more support. The initial constant favoritism of the counselors was to keep the casual fresh-off-DBD loser counselors from rage quitting while Jason progressively got more updates later in the game's life to keep people long-term invested. Problem was the lawsuit lockout hit after a recent storm of counselor favoring updates.
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