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wes last won the day on April 15 2017

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About wes

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  • Birthday 07/29/1979

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  1. Hello campers, As promised, I wanted to give you an update on the current status of Paranoia. Our goal with this game mode has always been to create a different experience compared to the traditional multiplayer F13 mode. We want it to be unique, scary, and offer a new kind of challenge for players. We began working on an internal prototype late last summer (2017), and started playing together (ILL + GUN) weekly. The point of the prototype was to test theories and ideas within the paper design doc for Paranoia. Do these ideas work? Is it unique and challenging? Most importantly - is it fun? To put it bluntly: it isn’t fun enough. We unanimously agreed, after weeks of playing together, that there’s something there...a glimmer of a very fun game mode. But it needs to stay in the oven longer. We need to keep throwing around ideas, mechanics and features to find the missing piece. But our teams were faced with hurdles to overcome, some greater than others. While we would have liked to go head down and keep pushing Paranoia, this would've required us to set aside the work towards dedicated servers, as Paranoia would've needed the full team. I had to make a decision, and focusing on dedicated servers and new content, feels like the best decision we could make. We have some ideas on what will make Paranoia what we want it to be, but until we launch and perfect dedicated servers, I made the call to hold on all forward movement with Paranoia. I’m sure that this is not the news that you were wanting to hear, but I think it’s the best call and it was mine to make. I always strive to steer this ship to the best of my ability. What I don’t want to do is launch a game mode that is “just ok”. We don’t get out of bed everyday to produce an average product. Once we are finished with dedicated servers, we will return our focus to Paranoia to continue tinkering to find the fun. If we never find it, then I will make the call to completely cancel it. Again, I don’t want to give you content that doesn’t live up to the standards we have tried to deliver throughout this journey together. You not only deserve better than that, you also deserve this type of transparency, and I intend on delivering both to you. I would also like to thank you all for your patience, and for the overwhelming support and passion you have for this game. We will continue to push to make this the best F13 experience we can, and we look forward to seeing you all at camp. -W
  2. Howdy Campers, long time no see. Sorry about that, been head down, working with the team on this upcoming patch. They have busted hump and I'm proud of this content patch dropping on Tuesday, Jan 30th. But let's cut to the chase. J5 STATS!! First off, he unlocks at level 0, meaning you get him instantly. OK, now the pros and cons. PROS CONS + Throwing Knives - Defense + Stalk - Grip Strength + Can Run - Stun Resistance I know there's a lot of questions about Paranoia as well. I will be doing a write-up next week to update everyone here on the forums as to the current status of Paranoia. Look for that post mid-next week. -W
  3. We have received a lot of questions regarding single player since we released the DLC roadmap. There seems to be some confusion and I wanted to take a stab at clearing it up. I’ll cut to the chase. Single player has three elements; Offline Bots, The Virtual Cabin and Challenges. Here’s a breakdown of each. Offline Bots work very similarly to a multiplayer match, except you can play it without an internet connection. You can only play alone, meaning you can not invite your friends to play co-op. Also, you can only play as Jason in this mode. There are a few reasons why you can only play as Jason, with the number one being the programming needed for believable Jason AI. We’ve all seen/experienced bad AI, and the last thing we wanted was to see Jason walking non-stop into a wall and not chasing you. That’s not fun, nor is it scary. Plus we saw a lot of frustrated players that just wanted to be Jason, whenever they wanted to...without having to deal with people yelling over mics, or even worse, getting chosen to be Jason only to have the host quit out. That sucks. Luckily dedicated servers will fix this issue. Lastly, playing as Jason when you choose can really help you hone your Jason skills, which in return, actually helps you become a better counselor when you think about it. Some of you have seen the countless videos online of people playing The Virtual Cabin 1.0 in the past. We built the first version of the Virtual Cabin as an add-on to our Kickstarter campaign. It was a pretty straightforward experience with a few puzzles and easter eggs. Hardcore fans seemed to really enjoy it, so we decided to go back to the drawing board and completely revamp it. We redid the entire layout of the VC, made it bigger, with more puzzles, easter eggs and props from both the films and the game. VC 2.0 still has an F13 museum aspect to it, but there’s something deeper, beneath the surface if you wish to dig around. We liken this experience to a certain crazy good/fun horror demo that got canceled. However we’re doing our own thing, wrapped in Friday the 13th, and we think it’s pretty cool. The whole experience is in 1st person and has some jump scares that you twisted people love so much. We’ve received some messages from fans thinking that some aspect of our singleplayer was story driven. Sorry to let you down, but it is not. The F13 films weren’t really known for their narrative. Sure, there’s a story in the films, but again, not the focal point per se. It was about Jason, victims, awesome kills and the occasional boob, right? That’s the approach we took with challenges. There’s a certain, very popular game, with a bald protagonist in a suit with a barcode on his neck. Yeah, that one. If you played that game, you kinda see the direction we’re going with Challenges. Except you’re not an elite special agent...you’re Jason. Here’s an analogy I’ve used before that helps some; If you think of the game like a film - Multiplayer is around reel 3 or 4 in an F13 movie. Everyone knows Jason is there, and he’s killing people wholesale. Challenges however is reel one, scene one. Counselors are just getting to camp, they are settling in for the first night. They’re drinking beers, going for late night dips in the lake, smoking the drugs, and showing their wedding tackle to each other. All of them, grossly unaware that a masked serial killer is in the woods, staring at them. YOU are staring at them, you perv. So what are you going to do? Well, within the Challenges, there are, well...challenges. It could be as simple as “Kill everyone”, but then you might find a challenge that asks you to locate a specific counselor and kill them first. Or perhaps kill someone a specific way or with a specific weapon. Since these counselors are unaware of you, they will be doing AI tasks. They will stay on their paths, doing their tasks unless alerted. I know what you’re thinking; “Is this a stealth only kinda thing?” and that’s a good question. It’s not the focus of these challenges, but it does play a part. Let’s say you spot Tiffany on a nightly stroll, headed to the lake to cool off. It would make sense to wait for her to leave the camp area (where other counselors are) and let her get to the lake. Then you can strike, thus limiting the chance that she alerts other AI counselors. Alerting others, or your target can put the AI in a couple states; low or high. In a low alert state they may begin searching in the area where they heard or saw a glimpse of you. This directly relates to their character trope. Meaning Adam or Brandon might come directly towards the sound to investigate, with flashlights drawn. Whereas Deborah or Eric might be more apprehensive, and instead of investigating, they turn and head back to the others. High alert puts the AI into a fight or flight type state. Again, it depends on their trope. Adam might run for a weapon and come back looking for a fight, whereas Chad will just run, leaving others behind, as he’s looking for an exit. Every Chad for himself, right? What a douche. Additional Q&A I hope this quick write up helps explain our plans for singleplayer. Also to help clear up some additional questions: Q: Is all of singleplayer free? A: Yes. All three components that make up Single player will be available at no additional charge. Q: Will Bots, The Virtual Cabin and Challenges be available on all platforms? A: Yes. 100% on all. Q: How do we get singleplayer? A: It will be broken up into three parts; Bots, VC and Challenges. You will receive them as free updates. Q: I was a Kickstarter backer that bought the VC on PC, I don’t think it’s fair that you’re giving this away for free to everyone now. A: That’s not a question, but nonetheless...I hear you and the original VC is still intact for those that purchased it. But we completely rebuilt it from the ground up. Also, your donation via KS helped build the entire game, not just the VC. Q: I backed the tier that included the Backer Computer thing. Where’s that? A: It’s going to be in the Virtual Cabin 2.0 Q: Bots sounds cool! Can I change the difficulty of the bots? A: Not at this time. However, the bots react per their character tropes. So Adam might immediately find a weapon and come looking for a fight with Jason. Which can add to some intense gameplay moments.
  4. Thanks for the kind words! Man, I wish it was something like that, but it looks to be more than that. But I'm not the one staring at the code..the engineers are hard at work doing that..I'm not an engineer. Most of the time when problems come up, they have to ELI5 me. I just make sure they have food, coffee, redbull, etc...try to keep them distanced from drama, and focused on the fixes.
  5. You're very welcome! It's fine, I completely understand. I can emphasize with being frustrated AF. But yes, you will get the double XP and the CP bonus, just during the end game screen there won't be a little fancy "DOUBLE XP" thingy that pops up showing you that you earned it. But you'll still earn it. As for Azura. Yes I'm aware of that service, but we use AWS on PC and everything is plugged in there (when you see the database sign in that's hitting AWS), so it just makes since to keep everything there. As for being free...that's the first I've heard of that. If MS did that, it would be amazing. But I seriously doubt they would give that service away for free, I could be wrong...but for reference...launch weekend, dedicated servers on PC for F13 was $50K. So I don't foresee MS giving that kinda service away for free.
  6. It's all good. We should have made it clearer in that tweet.
  7. Ah, yeah we launched with dedicated servers on PC because you kinda have to. Steam doesn't provide the type of multiplayer servers required...and how they use "lists" for P2P was not the best route. So we went with dedi's on PC. But again, we acknowledge the need for it on console and have it in our pipeline. Just a lot of fires at the moment to put out.
  8. As mentioned before, all games crash, but it's the severity that is the issue. But we did discuss the crashing and match making issue a few times since launch..both here, on twitter, discord and on FB. As for when the patch comes out...we do know that MS has an updated patch in certification now and we should hear something tomorrow. But we don't control certification or how long that process goes. It can be a day, three days, 5 days, perhaps a little more. We hand them the game, and then we wait. As for getting double XP and the CP bonus..this patch has elements built into the HUD so that you actually can see that you're getting double XP. We can turn on the double XP on the back end, but most users won't really "see" the bonus unless they are really looking at their XP before a match starts. If you follow. Either way, if the patch isn't live by this weekend we will turn it on...there will just be a lot of folks that probably won't notice the bonus and assume it isn't working. Does that make sense?
  9. We never promised dedicated for console, but it is something that we want to do. Usually dedicated is more often used for shooters, as in FPS games there's a need for accuracy/predictive algorithms. Being a 3rd person, non-competitive game, we didn't feel there would need to be this support for console. But we want to implement a system so that if the host quits, the match would continue...and the best way to do that is with dedicated servers. So it's on the docket for sure.
  10. Are you trying to suggest that dev teams on other games, don't reach out to other dev teams to ask questions? All game teams do this. They even bring in members of other teams to work on their games to help fight fires. It's understandable that you aren't aware that this is a very common occurrence in the gaming industry. But that's why we talk to you guys, to make you more informed about how games are made. But again, the update was tested internally, then by a third party and then certified by MS/PS. But there are always issues with online games, it's just the nature of the beast. There also aren't a ton of UE4 games on the market, especially online ones. So there wasn't a massive database of FAQ's for us to work with. I understand your frustration though, it does suck. We have egg on our face, that is for sure. There are issues that we dropped the ball on or lack experience in, while others are beyond our control. But we are doing our best.
  11. All games launch with memory leaks. It's a very, very common problem. It's the severity that is the issue. And we were unaware of said severity until more recently. Kind of like peeling layers of an onion. We had a leak pertinent to animation, we found that, fixed it and that helped to stabilize most users. But then it came back. But it's hit or miss, which is why we struggled so much to find the issue with it.
  12. Yes it failed and we learned of that last night. So we immediately resubmitted in hopes that it could be tested and certified today. However more time was needed. The moment I found that out, we put this post together to alert everyone.
  13. Yes, I agree. The thing is...the build passed cert previously. We added in Retro Jason and then it failed. So we were kinda scratching our heads too. Which again leads to the sporadic nature of this crashing issue. But we at least have a strong lead now to the problem, thanks to some other dev teams that have gone down this path previously.
  14. It's sporadic. And we also see differences on gen 1 XB vs XB1 S. Also, when testing internally we get "call stacks" or and error message the informs us as to where the problem is occurring. But with this crash, we don't get call stacks. When you send off to certification, you get a more thorough report from PS/MS so we can find issues. You also have a QA testing done, which we hired an outside company to help with. We saw the memory leaks, but again, our tests did not reveal the crashes happening all the time. Same from QA...same from Certification. If it passes cert, then it's good to go. Even if there's the occasional crash. But something was compounding the issue. Something that wasn't being caught in all tests. Our tests, our QA or cert. Not until just recently. We knew there was a memory leak, but weren't sure of the severity of it. After digging more and talking with other UE4 dev teams, they started sharing information with us. Where to look, and what to look for.
  15. We didn't know this morning. We submitted to MS and there was a chance of same day turn around. But that did not occur. I waited until MS informed me that they needed another day to test.