Jump to content

Alkavian

Members
  • Content count

    1,803
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by Alkavian

  1. I have to agree with him on this. Gambling with real money I couldn't support, or something of tangible monetary value, but I see nothing wrong with "gambling" a meaningless video game currency. I don't like the slot machine perk selection process, but I don't see it as gambling. Real gambling, such as commenting on my wife's latest hairstyle choice when she asks me, "what do you think", is best left out of video games unless they are in a casino.
  2. That is new to me. Never seen that happen before either. Probably too busy trying to get unstuck from behind a bed or opening a drawer to notice.
  3. Perhaps a middle ground solution is in order. The friendly fire was taken away because of trolls, and probably should stay gone except for private lobbies who want to allow it. But here is a possible solution for public lobbies: 1. Friendly fire activates within 5m of Jason for any counselor at a Fear level above 0. 2. This would mean groups very close to Jason would risk hitting each other if their Fear level was in any of the higher stages. It would also prevent a random Tommy or whatnot from showing up, as an example, and offing someone with a shotgun. They would have to be at a Fear level higher than stage 1 AND inside the 5m activation radius. 3. 5m is about 16 feet for those who don't know, or roughly the length of one of the cars. That would provide an adequate radius to allow friendly fire and put anyone trying to troll other players in close threat range to Jason. If you decide to troll somebody, you can't do it on some far flung corner of a map. 4. The FF threat radius would also make legit players trying to fight back against Jason, not trolling others, consider carefully how they fight and their Fear level when doing so. Just an idea.
  4. I certainly wouldn't be opposed to it. I was just trying to design in the framework of how the Devs currently have the friendly fire option as a toggle in private matches.
  5. I figured I'd just consolidate my ideas and feedback into a single thread. I'll just add to it if something pops in my head. Thanks for dropping in for a read. Revamping Counselor Statistics: Composure – stoicism and resolve; ability to resist fear and think clearly under pressure 1. Determines Fear accumulation/reduction rate. Higher score = slower Fear gain, faster Fear reduction. 2. Higher score equates to greater Fear pool. (Can absorb more before moving to next Fear level) 3. Inverse of score determines stumble/mumble chance. “10” = 3% +1% for each fear level gained. “9” = 5% +1% for each fear level gained. “8” = 8% +1% for each fear level gained. Et cetera. Inverse of the score also determines if the stumble actually becomes a fall to the ground. “10” score = 3% +1% for each fear level gained stumble chance and the same odds (second RNG event) that it becomes a fall down rather than a stumble. Stumble/mumble chance should be determined once every 20 seconds of jogging, sprinting, or remaining in a hiding spot. 4. Higher score speeds up the time make calls for Tommy and the Police. Increases call speed by +2% for each point of Composure (max 20% of course). 5. Passive Sense avoidance chance equal to the Composure score. Athleticism – raw athletic potential/capability; ties partially into overall physical strength 1. Higher score determines swim, jog, and run top speeds. +2% bonus for each point in the score. 2. Higher score determines dodge speed in combat stance. +2% bonus for each point in the score. 3. Higher score determines how fast a counselor recovers from the prone position (i.e. jumping through a window or getting up from a stumble fall). Recovery speed is boosted by 1% per point in Athleticism. 4. Higher score impacts melee weapon speed. +2% speed boost for each point in the score. 5. Higher scores boosts how fast a counselor climbs through a window or barricades a door. +1% speed boost for each point in the score. 6. **The combination of Athleticism and Conditioning determine the base melee damage dealt by the counselor and the % stun chance bonus for melee weapons. If a counselor, say Kenny, has a 5 in each score. He would have a combined value of 10/2 = 5 for determining melee damage. However damage is determined by the Devs???. Kenny would also have a default +5% stun chance using all melee weapons. If Bugz had values of 8 and 10, he would have a value of 18/2 = 9 for determining damage and a default bonus of +9% stun chance. Lastly, the counselor would have a % bonus to break-free from Jason’s grab equal to their combined Athleticism and Condition statistics, minus 2% for each fear level currently experienced. Using Kenny one more time as an example, he would have a 10% bonus to breaking free of Jason’s grab at 0 Fear, but would incur a -2% penalty to this passive bonus for each level of Fear he gains. Conditioning – endurance and recovery; ties partially into overall physical strength 1. Determines Stamina pool size. 2. Determines how fast Stamina is used and regenerates. 3. Determines how much damage is reduced by blocking in combat stance. +2% per point in the score. 4. Determines how much Stamina is recovered by stunning Jason, crawling through a window, breaking free of a grab, and resting in a hiding spot. 5. Inverse of score determines speed penalty. “10” = 2% speed penalty for crouching, jogging, sprinting, crawling through windows, etc. “9” = 4% penalty. “8” =6% penalty. Et cetera. Determines how fast a counselor can move when carrying the battery or gas can. 6.**The combination of Athleticism and Conditioning determine the base melee damage dealt by the counselor and the % stun chance bonus for melee weapons. If a counselor, say Kenny, has a 5 in each score. He would have a combined value of 10/2 = 5 for determining melee damage. However damage is determined by the Devs. Kenny would also have a default +5% stun chance using all melee weapons. If Bugz had values of 8 and 10, he would have a value of 18/2 = 9 for determining damage and a default bonus of +9% stun chance. Lastly, the counselor would have a % bonus to break-free from Jason’s grab equal to their combined Athleticism and Condition statistics, minus 2% for each fear level currently experienced. Using Kenny one more time as an example, he would have a 10% bonus to breaking free of Jason’s grab at 0 Fear, but would incur a -2% penalty to this passive bonus for each level of Fear he gains. Any half increments for determining strength/stun chance would be rounded up. Acumen – critical thinking (good judgement) and quick decision making 1. Determines the number of “pie slices” in the repair quick time event (QTE). 2. Determines the size of the “pie slices” in the repair QTE. 3. Determines the speed of the dial progress for a repair QTE. 4. Increases the speed to disarm Jason’s traps. Perhaps a 2% speed increase for every point in Acumen. 5. Increases the “break free” duration/difficulty of setting a counselor bear trap for Jason. +2% difficulty for each point of the Acumen score. 6. Increases the utility of melee weapons (knowing how to get more uses out of them). +3% bonus chance (per successful hit) the weapon does not break when out of durability for each point of Acumen. As an example, Deborah with Acumen 10 would have a 30% chance her melee weapon doesn’t break when its durability reaches 0. Stealth – the ability to reduce detection and go unnoticed 1. Determines the size and detectable range of sound pings. Detectable range of pings is reduced by 3% per point in the Stealth score. Size of the detectable pings is reduced by 2% per point of the Stealth score. 2. Reduces the in-game audio noise generated by the counselor (opening/closing drawers, doors, entering and exiting hidings spots, etc.) by 2% per point of Stealth. % chance equal to Stealth score certain actions will be completely silent (climbing through a window, opening/closing window or door, enter/exit a hiding spot, repair failures, stumbling/recovering from a jump-through-window.) 3. Each point in stealth improves crouching movement speed by 2%. A.J. with Stealth 10 would have her sound ping detection radius reduced by 30%, and the size of the pings reduced by 20%. Her in-game audio noise cues would have their volume reduced by 20% AND she would have a 10% chance (RNG) to make ZERO noise when completing certain actions. A.J. would also have her crouch speed increased by 20%. EXAMPLE:Grants a % chance equal to the Stealth score certain actions will be completely silent. A) Entering a window, Entering/Exiting a hiding spot, stepping in one of Jason’s traps, or failing a repair QTE. Counselors would have a total of 25 statistic points and counselor creation would follow a few simple rules. 1. No counselor (except heroes like Tommy) could have more than one stat with a value of 9-10. 2. No counselor could have more than one stat with a value of 7-8. 3. No counselor could have more than one stat with a value of 1. EXAMPLE Conversion of A.J. to new format: 6 Acumen: 2 Athleticism: 4 Composure: 3 Conditioning: 10 Stealth: So what does this mean for A.J. with her new stats based on the example? 1. 12% speed bonus to disarming Jason’s traps. 12% chance her weapon does not break when it reaches 0 durability, allowing her an additional usage of the weapon. 2. Sound ping detection radius is reduced by 30%. Size of the pings produced is reduced by 20%. In-game audio noise for actions will be reduced by 20% for proximity detection. Finally, there would be a 10% chance (per instance) that entering/exiting a window, entering/exiting a hiding spot, stepping in Jason’s traps, and failing a QTE repair check will be completely silent (non-detectable by sound or notification to Jason). 3. 6% of Jason’s melee attack damage would be blocked when using the block function. 16% speed penalty when carrying a gas can or battery. 4. Swim, crouch, and run top speeds gain a 4% bonus. 4% bonus to dodge speed while in combat stance. Climbs through windows, barricades doors, and recovers from the prone 2% faster. 5. 20% chance to stumble/mumble +1% per fear level gained past 0 fear. 20% chance that a stumble instead become as fall. 6. Speed for calling Tommy or Police is increased by 8%. 7. Passive Sense avoidance chances of 4% is always active. 8. A.J. would have a 5% stun chance bonus with all melee weapons and a 5% bonus to break-free attempts from Jason’s grab. Her effective strength score would be equal to her Athleticism and Conditioning (2+3) divided by 2 = 2.5(rounded up to 3). 3 would determine her base melee damage (Strength 3 as we know it currently). Counselors should also each have a specific unique trait that differentiates them from the playstyle and theme of other counselors. Here are a few ideas that might work: Unique Counselor Traits to go with re-vamped statistics: Adam Trait: Gearhead; if it has an engine, Adam can make it purr. · Vehicle start time is reduced by 20%. A.J. Trait: Wallflower; A.J. is an outsider and knows a lot about getting around un-noticed. · +10% movement speed when crouching. +10% stamina regeneration when alone (nobody with 30m) Brandon Trait: MVP; Brandon is a star player. Respect the Champ! · +10% melee damage. Can block Jason’s grab while in combat stance Chad Trait: Egotistical; Chad is special. You are not. That’s why Chad is rich. · +10% to all movement speeds when Jason is close AND other counselors are close (within 30m). Vehicles move 10% faster when Chad is a passenger. Deborah Trait: Quick Study; Deborah learns how things work quickly. · +10% speed boost to all non-movement actions Deborah has already done once before during the match. Eric Trait: Natural 20; Eric has faced the worst role-playing games have to offer. His lucky D20 will see him through. · Eric will automatically succeed at the first repair QTE each match. Jason will receive a sound notification (as applicable) 10 seconds after the repair has been completed. Fox Trait: Sassy; Fox isn’t afraid to get in anyone’s face. · Pocket Knife stun duration is increased by +20%. 10% chance to start match with a pocket knife. Jenny Trait: Final Girl; She is a natural survivor, even if she doesn’t realize it. · +10% sense avoidance chance when Jason has Rage. 30% chance that retrieving Pamela’s sweater from Jason’s shack does not notify Jason without his mask. Kenny Trait: Pragmatic; Kenny knows how to utilize what he has to maximum effect. · 5% chance to gain a second use out of a one-time use consumable item (shotgun, flare gun, firecrackers, med spray, etc.) Mitch Trait: Stoned; the drugs and music expand the mind dude… · +10% fear resistance. +10% chance to detect Jason in Stalk when within 10m. Tiffany Trait: Popular; Tiffany is popular for her good looks and outgoing personality. People want to be around her. · +20% fear resistance if Tiffany is not alone. This applies to her and all counselors within 10m. Vanessa Trait: Gym Rat; Vanessa takes working out seriously. It pays off. · Sprint speed increased by +10% when at maximum fear. Stamina depletion reduced by 30% when swimming. I guess then all we need is a revamped perk system, but I would recommend that no perk offers a bonus greater than 20% or has a penalty greater than 10%. Perks should make meaningful adjustments to the counselors and stack with their existing strengths. EDIT: A few unique one-use items for each counselor to start with. Unique Counselor Items – One time use/non-droppable A.J. Elastic Bracelet: The first time A.J. is grabbed by Jason, A.J. won’t drop her carried item. Adam Screwdriver: If Adam installs the car batter or boat propeller, he gives the vehicle a quick tune-up. The vehicle’s start time is reduced 5% for all counselors. Brandon Championship Ring: The first time Brandon hits Jason and breaks a counselor free from his grab, Jason’s stun time is increased by 25%. Chad Money Clip: The first melee or knife attack that hits Chad ignores all damage. Deborah Chemistry Book: The first flare gun or firecracker used by Deborah will put all his abilities on cooldown for 10 seconds in addition to the normal stun effect. Fox Flask: The first time Fox runs out of Stamina, she will regain 25% of her maximum Stamina. Jenny Family Picture: The first time Jenny reaches maximum Fear, her Fear level will be reduced by 25%. Kenny Padlock: The first door that Kenny barricades or locks has its hit points tripled. Door cannot be unlocked again. Mitch Rolling Papers: Mitch will not cry out, regardless of Fear level, the first time he is in a cabin when the power is cut. Tiffany Hairspray: The first time Tiffany is pulled from a vehicle, she will automatically break free of Jason’s grab. Vanessa Granola Bar: The first time Vanessa is reduced to limping, will be healed 25% of her maximum health. Balancing Jason v. Counselors To balance Jason, we need to establish a couple key baselines related to speed. Let’s take a minute to look establish basic movement speeds. It appears the Devs are using metric units of measure so I will do likewise. Base Counselor Crouch Speed 1 meter per second (m/s) Base Counselor Speed (walking/limping) 1 m/s Base Counselor Jog 3 m/s Base Counselor Sprint 9 m/s Base Counselor Swim 2 m/s Base Counselor Fast Swim 3 m/s All of these basic speeds are unmodified bases assuming a stat score of “0”. Individual counselor stats would modify the baseline. EXAMPLE: AJ’s base speed would be 1.04 m/s after adjusting the baseline for her Athleticism statistic. Her Jog would be 3.12 m/s, and her sprint would be 9.36 m/s. Any penalties to her speed would be assessed AFTER calculating what her base stat bonus would be after being modified by her ability score. So simply put, if her Jog Speed were penalized (such as carrying a gas can), the 3.12 m/s value would be penalized; not the unmodified baseline shared by ALL counselors. In all instances, a penalty would always be applied AFTER bonuses, regardless of the source (stats, traits, perks). This is to ensure that penalties never become trivial by being outpaced by bonuses. Jason Jason’s Slow Walk would be the equivalent of a counselor with a “0” stat in Athletics (the unmodified baseline = 1 m/s). Jason would be slow enough that even a limping counselor would still put distance between him moving at his slowest movement value (assuming no movement penalties). This would be offset by Jason have 75% reduced movement noise (footsteps) while moving at his slowest movement value. Additionally, Jason would not have his marker icon show up on counselor maps if spotted while moving at his slowest movement value or while more than 5m from an artificial/natural light source (regardless of movement speed). This adds tactical value to using his slowest form of movement. Jason Fast Walk 1.75 m/s Jason Jog 2.75 m/s Jason Swim B – 2 m/s | B + 0.25 m/s | B + 2.25 m/s Boat (B) Baseline 9 m/s Car (C) Baseline 12 m/s Jason SHIFT C – 0.50 m/s | C + 1 m/s | C + 2.50 m/s Initial balancing of Jason vs. Counselors needs to happen at the movement interaction level between him and HOW fast they can move (at an unmodified level). Weapon and Environmental Damage for Jason: Jason, counselors, and environmental objects (barricaded doors and walls) would all default to “100” hit points. When Jason reaches 100 hit points received, he loses his mask. Allow me to explain. Jason Weapon Strength Trait 20 | 25 | 34 = damage per hit A Jason with neither Weapon Strength as a negative nor positive would kill an un-perked counselor in 4 hits (25 damage). He would break down a barricaded heavy door in 4 hits (1 hit for a light door/all Jason’s). It would take 3 hits for a +Weapon Strength Jason and 5 hits for a – Weapon Strength Jason. Un-barricaded heavy doors would have 50% less hit points (50). Counselor Weapon Baseline 3 | 6 | 9 |12 (The raw strength calculation between Athleticism and Conditioning would be added to the value for the damage of the weapon used. A.J. as an example would add “3” to base damage for any weapon used. Other Jason Traits/Abilities: ALL Jason’s would have 4 Strengths and 4 Weaknesses Morph (cooldown 30 seconds neutral): Jason’s should have a negative/neutral/positive attribute for almost every trait and ability. +Morph: Cooldown reduced 20% (24 seconds), precision increased (more grid points per map position). -Morph: Cooldown increased 20% (36 seconds), precision remains as neutral Shift (Cooldown 30 seconds neutral): Base speeds are determined relative to car movement speed unmodified. +Shift: Cooldown reduced 20% -Shift: Cooldown increase 20% Sense (Full recharge from 0 at 30 seconds): Sense radius is tied to Rage meter accumulation. Radius minimum starts at 100m and increases by percentage equivalent to the Rage meter being filled. 25% chance to detect in hiding spots Pre-Rage, 100% detection in hiding spots Post-Rage. This is mitigated by perks, traits, and base sense avoidance chance. There is no basic auto-detect radius. Jason has a base 50% chance to detect counselors at 0 Fear anywhere inside the detection range. For each Fear level gained, detection chance increases based on sense positive/neutral/negative attribute. +Sense: +10% detection chance per Fear level; Full recharge rate increased by +10% Neutral Sense: +5% detection chance per Fear level. -Sense: +1% detection chance per Fear level; Full recharge rated decreased by -10%. Stalk (cooldown 30 seconds neutral): +Stalk: Cooldown reduced by 20% -Stalk: Cooldown increased by 20% Rage: Increases all Jason ability cooldowns by 10%. Instant smash through doors and walls. Melee/grab/and thrown knife damage increased by 10%. Hit Points (Jason has a base of 100 hit points/masked knocked off at 0): + Hit Points: Hit points increased by 25% -Hit Points: Hit points reduced by 25% Defense: Jason default blocks 25% of all incoming damage when using the “block” function. Counselor Weapons incur a 25% degradation in durability. Block button response time .5 second. +Defense: Jason blocks 35% of all incoming damage using block; Counselor weapons incur a 35% degradation in durability. Block button responsiveness .25 sec. -Defense: Jason block 15% of all incoming damage when using block/ Counselor weapons incur a 15% degradation in durability. Block button responsiveness 1 sec. Stun Resistance: Jason’s default stun time is 6 seconds – unless he has room to fall back, in which case the duration increases to 10 seconds (this a "break free" stun which means he can get up faster, but he will auto-recover at 10 seconds). Jason will not get the option to “recover/break free” of a stun unless it is a bear trap, Pamela’s sweater, or unless he falls down. Default button taps needed to recover, for Jason, would be set at 30 taps. +Stun Resistance: Stun duration reduced by 33%; recovery difficulty, for Jason, by button taps reduced by 20%; Counselor weapon stun chance reduced by 5%. -Stun Resistance: Stun duration increased by 33%; recovery difficulty, for Jason, increased by 20% for button taps; Counselor weapon stun chance increased by 5%. Grip Strength: Jason’s default grip would deal 5 damage to a grabbed counselor; requiring 30 button presses to escape at 0 Fear. Each Fear level would increase escape difficulty by 10% of the base requirement (30/33/36/39) +Grip Strength: Button escape difficulty increased by 30%; Inflicts 10 damage on a successful grab. -Grip Strength: Button escape difficulty decreased by 10%; Inflicts no damage. Traps: All Jason’s would start with 5 traps by default. Traps would deal 50 damage when triggered. (Counselors would limp when they lose 50% of their hit points). Difficulty to escape traps is equal to difficulty to escape Jason’s grab (30 button presses base). +Traps: +2 traps over the default; difficulty to escape traps increases by 20%; Jason ALWAYS notified when the trap is triggered (pocket knife triggering is not silent), Stealth attribute of counselors can still offer a chance at non-detection. -Traps: -2 traps under the default; Difficulty to escape traps is reduced by 20%; Traps deal 30% MORE damage. Throwing Knives: Jason default starts with 2 throwing knifes. Base damage for a knife is 20 hit points. Base range for a knife is 25m. Each knife has a 5% chance to slow a counselor by 25% for 3 seconds. +Throwing Knives: Jason starts with 4 knives; base damage is increased by 20%; 10% chance to slow a counselor 25% for 3 seconds. -Throwing Knives: Jason does not start with throwing knives; based damage is reduced by 20%; No chance to slow a counselor. Menace *NEW*: All Jason’s scare their prey. Baseline Fear triggers related to Jason (as per how the Devs have it designed); baseline percentage to place a counselor at maximum fear after a grab = 10% +Menace: Counselors accumulate 20% more Fear when they see Jason, see Jason kill somebody, and when Jason breaks a window, door, or wall within 10m of them. 15% chance that being grabbed by Jason results in the counselor peaking to maximum fear. -Menace: Counselors accumulate Fear 20% less for certain Jason actions (see above); 5% chance being grabbed by Jason results in the counselor peaking to maximum fear. Awareness *NEW*: Jason’s can detect sound (by pings) at a default range of 200m. Rain reduces detection range by 10%. Noise pings of counselors will show on Jason's map if they are within 50m. +Awareness: Jason’s sound detection range increased by 25%; Sound pings show approximate position on Jason’s map out to the maximum detection range. Rain reduces detection range by 5%. -Awareness: Jason’s sound detection range decreased by 25%. Rain reduces detection range by 15%. Items: Pocket Knife: Limit of 3 per match (drawer randomized). Auto-break free from Jason’s grab. Can be used to disarm Jason’s trap; consumes the knife. 30% chance the disabled trap will not notify Jason, otherwise the notification is delayed by 10 seconds. Firecrackers: Limit (4-8) per match (drawer randomized). Affected radius 1.5m. Firecrackers will Stagger Jason (2 second recoil unless holding a counselor) and place his abilities (Morph, Stalk, Shift, Sense/not Rage) on cooldown for 5 seconds. While Staggered Jason cannot used grab-kill executions (gives counselors more chance to break free). Finally, Jason will be marked on counselors maps for 5 seconds. Flare Gun: Limit 3-5 per match (table and shelf randomized). Marks Jason on counselor’s maps for 10 seconds. Staggers Jason (2 second recoil/ will cause Jason to drop a counselor unlike Firecrackers) and will place his abilities on cooldown for 5 seconds. Deals 5 damage to Jason. Med Spray: Limit 4 per match (drawer, campsite, and bathroom randomized). Heals 50 hit points by default. Hammer and Nails *NEW*: Limit 3-5 per match (Campsite, table and shelf randomized). Can be used to fortify a locked/barricaded door. Increases hit points of a locked door by 75%. The door can no longer be opened (must be broken down). Fire Extinguisher *NEW*: Limit 3-5 per match (cabin wall mount). Hand carried. Trigger to create a dense white cloud with a 3m radius. Blocks line of sight and grants 100% sense avoidance in the area of effect. Dissipates after 10 seconds. Bear Trap: Limit 3-5 per match (dispersed in cabins). Locks Jason in place until he breaks free. Game Mode Idea from August 30th. Essentially a Check Point Run. Ok, I was giving some thoughts to potential new game modes that might be interesting. An idea popped in my head for a checkpoint run that would take place on a map. Not sure what to call this idea for a mode. Maybe "Death Race"? 1. There would be 13 checkpoints scattered throughout the map. Each counselor could see the next checkpoint that they needed to reach by arrow indicator on their mini-map and as an icon on the mini-map when they were close enough to it. 2. When a counselor reaches a checkpoint they have to interact with it to get a token (checkpoints can be indoors or outdoors). When they get the token, the next checkpoint will be annotated on the mini-map. Each checkpoint they reach they will get an XP award in addition to the token. 3. When a counselor gains all 13 tokens they can exit the map at one of the points where the cops would normally arrive. 4. Jason's task of course is to kill all of the counselors before they collect the necessary tokens and escape. 5. The whole of the map would still be usable, so counselors can hide and move through cabins as normal, or use any means they can to reach the next checkpoint to get their token. 6. No other escape options would be present on the map. No phone. No cars. No boat. No Tommy. 7. Jason would know where all the checkpoints are, but not in which order individual counselors will have to reach them. The order of checkpoints randomizes every match. What to do with bodies lying around> I was just thinking. The bodies pretty much lay around and act is fear landmines in-game. They cause the counselors to have a little jump and Fear spike, but that's about it right now. It might be pretty neat if after say ~3 minutes a body will get "moved" and strung up at a traverse-able window or in a doorway on the first floor of a nearby cabin. This could represent Jason "relocating" the counselor's corpse. Make it so the body blocks the window or door, but can be ripped down by a counselor using a simple QTE (based on Composure NOT Repair). Doing so would spike the counselor's Fear and clear the body. Make it so Jason can just approach a body in a doorway and tear it down with a button press (like breaking a window or generator). You'd have to have a few rules governing the mechanic. 1. Bodies will relocate only if no player is in line of sight to the body or the location it will randomize to. If this cannot happen, the body will not relocate and remain where it was originally. 2. Bodies will only appear on the first floor of structures. No need to have people complain how a body got nailed outside the 2nd story window at Higgin's Haven main house. 3. Bodies missing arms won't relocate. Need something to tack it up with. 4. Bodies killed outside will appear nailed up outside of cabins. External window and doorways only. Keep it randomized but bodies will not show up over shuttered windows. 5. Bodies killed inside will appear over windows and doors. The doors can be internal to the cabin or over exit doors. 6. Moved bodies will show up as a green marker on Jason's map. That way the Jason player is aware of new obstacles he has ostensibly set-up. Essentially, the bodies would become delay hazards for counselors that cause increased Fear accumulation in their radius (think radiating Fear landmine). They can be torn down but they also act it inhibit counselor's movement. Counselor's failing checks on the QTE won't notify Jason, but their Fear will spike drastically with each failure. It is a bit disconcerting tearing your buddy off of a door frame or window frame.
  6. When Jason releases "block" OR the counselor taps free, they lose half of their current health pool. This effect (50% loss of current health) is what cannot cause death. If friendly fire is turned on, their own friends can very much kill them. At least that is how I intended it to be read.
  7. Hey Campers, This is a thread that I have been meaning to do for some time but have not previously got around to it. Many times I have new players ask me for advice in game or I see new players lamenting that there isn't more information given in regards to tutorials and strategies. They get the generic, break windows, trap phone first, trap four-seater, don't play Part 7, et cetera but do not actually hear much in terms of specific strategies for specific situations. What I would like to do with this thread is pick a specific scenario or strategy about once, maybe twice, a week and discuss different approaches to dealing with it. Think of it as a playbook where we can share ideas and specific approaches we use for a given situation. This thread will not be on any one specific topic but something that evolves and changes weekly. CONTENTS LIST (quick links): Juking Ferrying Parts Dealing with Counselors in Cabins Avoiding Spawn Kills Defying the Meta LaChappa versus Deborah Comparison Keys Items - Lost and Found Countering Looping Escape - Risk versus Reward Avoiding Detection Sense Playing Tommy Jarvis Prioritizing Counselor Kills Surviving the Night Advice Using Throwing Knives Jason's Grab / Shift-Grab Advice Maximizing XP Gain Jason - Aggressor versus Controller Counselor Stats Non-Metagame Trapping w/ Jason Stamina Management Perks Advice Doors Open or Closed Effective Counselor Communication Patch 10/25/2017 Mechanics Testing Videos Counselor Overview: A.J. Mason Counselor Overview: Brandon "Buggzy" Wilson Counselor Overview: Jenny Myers Counselor Overview: Fox Counselor Overview: Chad Kensington Counselor Overview: Tiffany Cox FOR MORE HELP AND ADVICE: Kodiak's Help Thread The Punk Pirate's Guide (Weapons and Combat) This first week, I got my inspiration from @Tekdrudge. The topic was regarding shift-grab and if it was skill or luck. See topic here: WEEK 1 - The Juke (let us talk about the fine art of leaving Jason in the dust) Ok, some might say this is self-explanatory. Don't run in straight lines or git gud or some other such nonsense. New players, and some veterans, have issues with avoiding the aforementioned Shift-Grab. People can be pretty salty about it. There are things that will help offset the skill of the players who have mastered this technique. A. Bear in mind perspective/point of view. A Jason approaching from the rear has YOU as a foreground target. Moving in a linear direction away or perpendicular to Jason's perspective makes you an easier target. Counselors that are walking or jogging are easy pickings in these situations and running counselors are not much better off when moving perpendicular to Jason's perspective. Moving away is slightly better when sprinting because you *possibly* can open up enough distance when he comes out to Shift-Grab you - he might miss. Either way these are less desirable techniques in my opinion. B. Closing the distance of YOU as a foreground target is used by a lot of people. They are trying to throw off Jason's perspective and make him overshoot the target by doubling back on their own path. This can work against short-range Shifts, but it is still essentially moving in the same azimuth (from Jason's point of view) and simply closing the distance quickly. A good Jason can still easily snatch you. C. I recommend using a triangle pattern: You change your foreground presence by moving diagonally. This adjusts your range from Jason in the foreground and makes him consider more than one axis of movement (you are not just moving back and forth or left and right). Figure 1: Moving directly away. Probably the worst option. You are only adjusting your position in the same direction of movement as Jason is facing. Figure 2. Moving perpendicular to Jason. Bad (it gets worse the farther you are away because Jason has more time to steer the hit). A simple Shift approach, leading you like in a shooter game, and Jason has you. Figure 3. Better than 1 or 2 because you are closing the distance between Jason and reducing the time to react. Best used on extremely short Shift distances to throw off the Jason player. It is OK. DO NOT TRY AGAINST A LONG SHIFT. You're just making it easy for shift ninja Jason in my opinion. Figure 4. This is what I do. I change my position both in the foreground and laterally. I move primarily in diagonals and they are strung together in a quick series of adjustments. Don't run any one leg more than a second or so. After the end of two diagonal movements you make a break (horizontal seems best). I would recommend breaking back towards the original center-line for your axis of advance (complete the triangle). This will often throw off Jason's Shift approach and get you out of the grab swath. Remember you can also invert and/or reverse this tactic to make your counselor very unpredictable for a Shift-grabbing Jason. Additional Info: Juking on rough terrain benefits the counselor. Jason has a tendency to get hung up on rocks, trees, building corners, and just about anything else. As you are running/jogging be expecting the Shift and thinking about which way to initiate your juke to put the most obstacles between you and Jason while keeping up your erratic evasion.
  8. I loved that B movie. 😃
  9. Welcome back Larry Zerner. Now if we can get Melissa from Part VII.....
  10. Nice to know. Thanks @ShiftySamurai. Too bad I'll be out of town for almost the entirety of the event for tapes.
  11. Yup, that's her in a nutshell. Tiff is not a new player friendly character (IMO), but she is a pain in the hands of a crafty and innovative player who can anticipate Jason AND undermine his efforts consistently. You need to know what you are doing and be able to think fast, on the fly, and find little ways to always be helping the team. As you noted, Preparedness is a very handy perk as well. Situational awareness is essential to using her effectively; probably more so than many other counselors.
  12. Mine is rare and I can eat a trap with it fine. I've never rolled an epic for that perk, but the rare has always worked just fine. You can run Lightfoot on high Stealth characters. It can allow the likes of Jenny and A.J. to sprint silently. Just remember Stealth is only really a useful stat in the early game (first 5-8) minutes or so (most Stealth characters are fixers or parts delivery). You want to push your advantage early and fast before it becomes pointless with Stealthy characters. You will get diminishing returns on it as Jason's Sense range expands and Fear levels begin to climb. After Rage, it is largely meaningless. The only thing that can hide you at that point is Sense avoidance perks...and Sense spam will put a damper on those as well unless your are very lucky versus Jason's detection RNG. Just my two cents.
  13. Jason certainly could use some melee augmentation. His ability to defend himself and press the attack is somewhat hobbled. The meta of using +Weapon Strength Jasons is a result of people compensating for an over-abundance of counselor defensive items (and thick skin before it was nerfed). Many folks are focusing on dealing raw damage to beat the counselors into submission. This was not the early meta for the game. Months ago, most people did not put much emphasis on weapon strength (+Destruction was preferred and +Shift still is). As more and more people got Epic Thick Skinned with broken levels of damage reduction, the meta began to shift (this was stalled by the nerf to the perk). The increases in defensive items helped shift the mindset even more. Now with the grab reduction and trap changes, we see it as the preferred approach by many Jason players. Unfortunately, melee has bad hit detection.... Jason has steadily been climbing an uphill battle in the metagame-shift. Not sure how Gun/Illfonic are going to approach balance issues in the patch after this current one incoming, but I'll be interested what their "perceived" sticking points are based on reading what everyone is saying; plus their metadata on the back end.
  14. Tiffany Cox – Counselor Overview What can you say? Every 80’s horror movie needs its eye candy. If her shorts were any shorter, the surprise would be out after the first window hop. Let’s look at the flirty girl. Composure: 3 Luck: 4 Repair: 1 Speed: 6 Stamina: 9 Stealth: 10 Strength: 2 Pushing Advantages: Tiffany has superior Stealth. She is good for not generating noise pings. Stealth is a marginally useful stat since it is generally only helpful in the early game before Jason’s Sense range expands and if the Stealth character can take advantage of working an objective while he is farther away. Take advantage of the first 5-8 minutes of a match to bring parts where they need to go quickly and quietly. Endurance with Tiff is not a problem. The plentiful pool of Stamina means that she can run the distance even if she won’t be doing it at Vanessa speeds. The huge Stamina pool is also good in regards to other Stamina burning actions such as combat. I also suspect that huge Stamina pool made her popular with the guys at the camp… Her Speed is slightly better than average, but more than enough to make her effective at opening up distance and bringing items where they need to go reasonably fast. Mitigating Weaknesses: Tiffany has really bad Strength, Repair, and Composure. She won’t be good for de-masking, fixing anything short of a broken nail, and she’ll panic quite quickly. Not Chad bad, but it is a concern. Focus on doing what she does best. Run parts and items where they need to go. Do this fast in the early part of the game when her Stealth is the most useful. Support fixer characters by watching their backs. Kite Jason away if need be, but like Chad, break contact fast and find a place to regain your Composure. Her Luck is not great. Bad Luck combined with bad Strength means she best leaves fighting to other characters unless she is breaking a friend out of a grab. Evade and deliver. It is what she does best. Basic Strategy: 1. Run parts where they need to go early in the match. Take advantage of Stealth while it is useful in those early minutes. 2. Mitigate her bad Composure with Sense avoidance perks. In the late game, her massive Stamina will be helpful, but even Tiff can get worn down while Jason is hot on her heels. High Fear will devastate your Stamina regeneration, so it is best to not be noticed by Sense as much as possible. Keep your flashlight on when Jason is not around to help keep Fear under control. 3. Run at least one perk to help her Stamina. It is her strongest point; despite Stealth being higher. 4. Fight if you have to, but I’d advise against it. 5. Outside your role as a FedEx driver, I’d suggest you find niche things to do to assist the team once the match progresses and your Stealth is not as useful. Make the phone call with My Dad’s a Cop. Fix (rather attempt it and fail) power generators to distract Jason. Tank traps, heal, and vanish quickly. Bring weapons/items to objectives so other characters can pick them up to fight if pushing the objective hard. Go get the sweater at an opportune time. Top 10 Suggested Perk Choices (no particular order of significance): 1. Level Headed 2. Low Profile 3. My Dad’s a Cop 4. Medic 5. Thick Skinned 6. Homebody 7. Restful 8. Marathon 9. Nerves of Steel 10. Lone Wolf **This is by no means a definitive way to play Tiffany, but it can get you started on an effective set-up and allow you to figure out your own playstyle. Thanks for stopping by and best of luck as always.
  15. Not according to the Devs. But I see their marketing diversion worked like a charm. 😃😉
  16. I believe that it is just the mini-map that stays.
  17. The pumpkin isn't Halloween. That is what I explained earlier.😀 EDIT: For more clarity. Everyone assumes we are on the roadmap at the position of the last completed item on the list. We are not. Our actual time, "You Are Here" position, is right in front of the snowflake (a week from winter start on 21 December). Their "You Are Here" position shows where we are in relation to getting the stuff they are pushing out. Halloween is actually more than a month after the pumpkin (September 21/Start of Fall). "Springbreak" clothing pack and emotes rolled out on 21 September over a couple days (in Fall). Jarvis/Mitch/Part IV and what not rolled out early October (in Fall). Jarvis tapes/ Fox /Halloween DLC rolled out a week before Halloween. The icons in their positions on the roadmap were envisioned to be out during Summer, probably as companion DLCs, to the SP that got delayed. They did not arrive on time and we are still playing catch-up. If the newest content arrives before December 21st, the Devs will have finally caught up with their map. That's actually a great thing. Our DLC "You Are Here" will match with our actual real-time "You Are Here". The only thing that arrived on time, kind of, was Retro. The Devs have stated that Retro is not an upcoming Jason, yet he shows early on the roadmap, so that probably represents he was meant to be a complete Jason but got pushed out as a skin due to the launch difficulties. You could say we got a partial delivery. They have stated they want to make him a complete stand-alone Jason, so my interpretation of that is that they want to finish delivery of something they may have originally intended to be more complete way back then. I'll correct my earlier statement and say that VC 2.0 will be the first "complete" delivery (on schedule) if they make the December 21st cut-off.
  18. Question about Restful..

    The perk modifies your base Regen rate. High Fear imposes a penalty. The current penalty is unknown. I plan on looking into it but I am a bit busy doing other Sense testing right now. An Epic perk *should offset the penalty, but it is indeterminate at this time. It couldn't hurt to use it. Sorry, but don't have anything more specific yet.
  19. Animated signatures

    You can do it at 500 posts.
  20. Me too. I don't begrudge them trying to put PR spin onto it or being diversionary. Putting yourself in the their shoes...PR was friggin' horrible. They needed a "win". They needed customer confidence to improve. Those icons on the roadmap, before the updates they've done, said vague things like "counselor clothing pack". It's pretty easy to write in Halloween Clothing after the fact, and have the pumpkin assumption do the PR for them; that icon should be after the pumpkin (season), but perception is that the product was released before Halloween and on time. Gun Media....you sly dogs. People might say: "Hooray! They got it out on time!" No... they changed an icon. Your assumption does the rest. High fives all around the Gun Media office..."they like us again!".
  21. What they did is state the pumpkin represents Autumn (the truth) and chose a symbol that represents Halloween (a potential diversion). They also left the start of the roadmap vague (also a diversion). That way, they can go back and update the roadmap as they see fit to tailor the narrative in a way that is more palatable to the consumer. They are not lying to us, but they are simply playing on the assumptions people will make so that perceptions of their progress improve. PR and marketing at it's best. I'm just happy they are closer to being back on schedule or actually on schedule after all this time.
  22. Because they specifically stated that it did not represent holidays. On Topic: So let me pose this to everyone here, so you can better understand how I see it. They have given us a roadmap of what their near-term game plan was since launch. We did not get it immediately, we got it after so much heartache and issues. They laid their cards on the table. Most people assume this represents the cards laid out as of the roadmap dropping. It does not. You have to backdate the items shown to understand that they are running behind schedule. The start of the roadmap represents Release Day (May 26th - Welcome to Camp Crystal Lake) and the stuff that was supposed to come (that hadn't been officially delayed - such as SP) before Autumn. The pumpkin represents the start of Autumn (September 21) and the snowflake represents the start of Winter (December 21). What falls between the pumpkin and the snowflake is what should be coming (if on schedule) during Autumn. What comes after the snowflake depicts what to expect in Winter. Everyone assumes the roadmap has been spot on, but that is actually incorrect. Part IV Jason and the Jarvis map were originally envisioned by the Devs to come BEFORE Autumn. We got those add-ins during Autumn. The point being, they are actually still behind schedule and trying to actually hit a mark they had set for themselves waaaayyyy back in the year. If we get an update containing the Virtual Cabin 2.0 before December 21, it will be the FIRST TIME they have gotten something out on their proposed timeline.
  23. Snowflake is the start of winter. It is still autumn right now. Winter is from December 21st until March 20th in North America. Whatever is after the snowflake should be something that actually comes in the winter months.
  24. The roadmap was never "accurate". It just turns out that we got some DLCs in a timely manner; *subject to change. Because nothing has been "late"; *subject to change, and it has come in order; *subject to change, does not mean it is going to continue to be so; *Check the Roadmap - read fine print. It's the illusion of consistency that keeps people coming back. They may stay consistent. They may not. Either way, they've covered their asses by being vague.
×