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Cakewire

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About Cakewire

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  1. I made a small suggestion previously on the tails of suggesting that the Double Experience event be delayed until a more stable version of the game is available, that experience and CP earned from in-game actions should be immediately earned, not earned upon return to the game lobby. In a game today, I earned the Boat Repair badge, but instead of returning to the game lobby, the connection to host was lost. I checked my progression and found that, instead of having been attributed the badge, I was still at 11/13. This same failure to observe is also laughably evident when you look at my badges for counselor kills (less than 50 tracked in-game) or doors destroyed (less than 50 tracked in-game), while both of these stats are shown as above 200 via Xbox stat-tracking via the achievements hub. It's not enough to estimate the number of crashes I've experienced, but it does show that I've done a hell of a lot more than I'm credited as having done. My suggestion, then, is that experience and CP be immediately attributed as it is earned, with modifiers being applied at the end of the match. SO, if I pick up a weapon, barricade a door, set a trap, and grab a battery, I should get CP for all of these things even if the game crashes within a minute or two. Experience for offense, defense, fixer, and survivor should be applied immediately, and time bonus should be applied upon death or escape (and again, separately, for TJ time). This way, only the end-match bonus experience is held hostage by whatever may cause a game to crash. That said, I was brought to a revelation when I asked a friend to join me for a game via Xbox gameshare. I explained the process of setting up characters beforehand, finding games via LFG, timing lobby joins, and informing him that, in my experience: players joining, players leaving, players spawning as Jason, spawning as Tommy Jarvis, Jason using Morph, counselors escaping, dying, or ending a match at the post-game score screen or the return to lobby could all result in a game crash. He opted not to play at all, saying, "This is ridiculous." And all of a sudden, I was inclined to agree. Really taking a step back and looking at all the hoops I have to jump through to play, it's a massive time-sink. Everyone has different experiences, though. I hope yours have been better. Really looking forward to this game existing in a state that allows for quickplay to be viable on Xbox, and a time when an hour of dancing for 15 minutes of reward isn't the status quo.
  2. Played on Xbox, and I got more than my fill of this game this weekend. One thing I can say is that it ruined any ability for me to enjoy DeadByDaylight. As an in-game community, we've managed through the crashes, the glitches, the snitches, the almost exclusive requirement for private lobbies, the PKers, and altogether managed to have a pretty good time. I made it to the 40s and met some pretty good people over the last few weeks. Once those folks stopped playing, though, what was left were the middle-schoolers. The children. Non-enforcement of the ESRB rating for this game has effectively killed my desire to play it. I have a 10-year-old. If I want to hear screeching or the affluent and highly offensive trash-talking that comes from a prepubescent love of bathroom words, I'll play a game with him. This is the other edge of the sword, of requiring mics in groups and making communication key to gameplay. If those groups of very cool, very mature players decide to play again, I may try to hop in with them; as far as LFG goes, I've had enough. I think I'm good until the single-player comes out. Going back to games that I can mute without gameplay suffering.
  3. Eh, it depends on the strategy of the counselors and the Jason, and the limitations of the Jason being used... and the luck of finding the right items... and the repair skills of the players/counselors... and Jason not bugging out of the map, or getting stuck, or losing the ability to do things. Aside from buggy matches, I can certainly keep escapees to 3 or below, but I also like to give them the first couple of minutes while I trap and disable power to create time for myself. More fun for me, more fun for them. Straight butchery is boring to me, and people enjoy the game more when you dangle hope. Additionally, at least for me, I haven't been hearing the audio cues for the boat or car starting since the last patch on Xbox. It's led to a few boat and car escapes. I mean, if you're the kind who treats being Jason like work, and you want it done as fast as possible, then that's your game. I'm cool with losing a few here and there, and I like a challenge.
  4. How is that not a legitimate strategy? Fireworks should stun within their radius. I fail to see how this breaks the game. Jason has plenty of tricks up his sleeve, and if the counselors are able to prepare and group up, more power to them. I don't weep when I go 1/7 as Jason. It happens. Sometimes the stars align. If you play with people who willingly exploit the obvious holes in the game, find a new group. Win or die, I still get exp. spawns could be spread out a little better for counselors and for escape options, but aside from this, it's SUPPOSED to be in Jason's favor. And counter to that, counselor perks are SUPPOSED to provide an edge. With so many that are useless aside from specific circumstances, having one perk you can count on isn't going to wreck things. Jason can counter that by forcing them to burn their fireworks early. Trap and guard the sweater and disable the power boxes (CB), and you never have to worry about dying. Jason shouldn't be a guaranteed 8/8 wipe.
  5. I'm torn on this. On the one hand, I know that this is not intended to happen, and that the car is intended to be indestructible beyond having to restart after being struck by Jason or portions of the environment. On the other hand, I don't believe the car should be completely indestructible, and should have a finite amount of damage it can take, or a finite number of times it can be stalled by Jason before giving out completely. As it currently stands, that really sucks. I've also had issues regarding Jason's traps, where a trap is somehow under the driver's seat, so that I can get in the car, and start the car, but I'm simultaneously still stuck in the trap, so I can't drive anywhere, or get out of the car. It's pretty frustrating.
  6. No, the "end match" experience doesn't need to be attributed until the end of the match, and the time bonus experience would probably be lost as well. I'm talking about the offense/defense/fixer experience, and the CP associated with performing CP actions in the game. This way, even with the disconnections, we'd walk away from the match with something earned for everything we did prior to disconnecting.
  7. I actually feel I've been very supportive of the game through these troubles, and up until I made this suggestion, I've had a very good rapport with @F13gamesupport, questions answered and feedback received. I've had very little to complain about with understanding the difficulties they face being a small operation with a massive IP on their hands. This is the first correspondence that they've completely blown off, which is surprising, considering how much they seem to be willing to parrot the same apology and link to the Facebook post detailing patch progress. I'm surprised you choose to wave off the suggestion, when your issues appear worse. As I don't play on PS4, I can only subjectively gauge the situation as it stands, which, to me, is that: The F13 team specifically stated that Xbox, in particular, was experiencing a significantly higher crash rate than other OS, to the point that it requires a focused approach to solving the issue. To that end, we have not received a resolution patch as of yet, and I'm not particularly anxious to lose twice the experience as I already am when the game crashes. If you're saying that there are similar issues for PS4 users, then I would have assumed that this should translate directly; if you're suggesting that there are even larger issues at hand for PS4 users, then it might be better if the Double Experience event is delayed for both consoles until those issues are resolved, so that the community can receive the full benefit of the event. I empathize with you, because I think I'd hand it in if my progress were wiped, particularly if it were to happen AFTER the Double Experience event. We're experiencing different issues, with different results (I will grant that the Xbox issues pale in comparison to a full data wipe), but I believe we should be appealing for the same end, which is a stable game that we can play as intended. When that is accomplished, whenever that may be, I believe that would be the appropriate time to allot both consoles a Double Experience event, as opposed to smack in the middle of the problems. That's Neosporin on a broken femur.
  8. Now, as an Xbox user, I'm not particularly stoked to suggest this, but I'd also like to have the opportunity to keep all of that experience In earning, plus the bonus experience. Think about it. I'm level 34, and I should probably be up in the high 40s at least by now. PS4 and PC users aren't experiencing near the amount of crashing we are, and I can accept that there are differences in the builds to account for this. However, if this event is an apology, it's not doing any favors when the activity for which the apology is warranted is still occurring. I would humbly suggest (as I have several times via the F13 Support twitter handle, receiving no reply) that the double experience weekend be delayed for Xbox users until the crash issue is resolved. I would also submit that experience and CP should be IMMEDIATELY attributed, not having to wait until the end of the match. Crashing at the "return to the shack" postgame cutscene is the most frustrating thing I've ever experienced. This is certainly possible because achievements linked to badge progress manage to unlock before the badges themselves (case in point, achievement for trapping Jason 13 times despite badge progress reading 4/13). For the record, I prefer this game immensely to Dead By Daylight, but I'm getting that old familiar Ubisoft feeling when I start up this game. We all love this game, but our love is not unconditional. If you feel the same, Xbox users, I would suggest that you also request that the double experience weekend be delayed, and that experience and CP be allotted immediately after earning.
  9. Can confirm, I have wiped 8/8 three times since I began counting, after realizing I didn't yet have this achievement.
  10. I find it hilarious that people want this game to be more "balanced". Everyone plays differently, but I'd say I'm able to escape more often than not, and I play with a lot of really competent players. Either I survive or I'm killed right out. There are a lot of factors to this, and I accept them as part of the game. Map spawn, item spawn, Jason, my actions, Jason's actions, other counselor's actions, perks, et cetera. All are factors to my success as a counselor, or as Jason. I've wiped counselors in five minutes and I've had matches where I kill 1/8. I've escaped every possible way short of actually killing Jason unstaged. The odds are not supposed to be in your favor. You still get experience for everything you do, so you don't really lose, nor do you win very often. Deal with the fact that you're facing an undead, unstoppable killing machine, and you're a sex-crazed counselor and accept that you will die a lot. This game requires luck and teamwork. It's not supposed to be easy to get out alive, and it's not supposed to be possible (barring a really terrible Jason) for everyone to escape. I don't understand why this is a bad thing. Learn to enjoy death (I frequently bargain for a cool death if Jason has me dead to rights, and I've seen some pretty awesome finishers as a result. I love the bird bath!) A few tips that help me: 1. Know when to shut your mouth and get away from loud teammates. It also helps to create some subterfuge through the walkie to help others. I like to yell through the walkie that I'm fixing (something) when I'm nowhere near the (something); sometimes, it shakes Jason off of one of your buddies while he goes to investigate, buying valuable time as he burns his Morph ability. 2. Spawning near everything you could want to find is usually a good indicator you're going to die early. Get away from the goods and circle back. 3. Sometimes it pays to go it alone. 4. Camping is a legitimate strategy! Those tents have saved me at least half a dozen times. 5. As Jason: It's good to spread your efforts. I jump around a LOT to confuse the players as to what I'm going to do, and I frustrate their escape efforts while picking off easy kills. Also, use Morph and Shift in concert with one another, and DON'T FORGET ABOUT STALK. It is so incredibly useful in getting people to pop out of their hidey holes, especially near the end of the match, and I hardly ever see Jasons use it. 6. As Jason: Phone house and CB house - take out the power and all of the doors and windows. Then over on to cabins near the vehicles. Trap the boat pier, and maybe trap your cabin too. 7. YOU CAN DISABLE JASON'S TRAPS. I think it requires or burns a pocketknife, but it can be done. (Edit: I might have been wrong about this one but I'm going to test it at the earliest opportunity, but I swear I saw it happen spectating in matchmaking) 8. If he has you dead to rights, make Jason frustrated. At worst, you're helping your teammates escape for the time being (it isn't always about you); at best, there's a slim chance that Jason will give up on you (firecrackers and pocketknives help this). I've escaped several times because Jason got tired of chasing me around and went for another player. 9. Don't be afraid to go for a swim. I've won a couple matches by just swimming out the the pylons and floating. Don't do this too often, people catch on quick, but it's good for a one-off. 10: If you manage to grab the sweater and make it away from the shack alive, you seem to be invisible to Sense. It's the only guaranteed invisibility from that ability, so it can be worth it to pop on Pamela's old duds. 11. You will die. I'll say it again: You. Will. Die. You can't win every match. Do as much as you can and take the EXP and CP you earn, and move on. Now that you've accepted your fate, I think I have some suggestions for improvement: -The visibility for driving the car could do with some improvement. I play about ten feet away from a 46" screen and I feel like I'm driving through the lopsided pane of a Gen 1 iPod. This could be improved a little bit. I'm not saying give the driver 3rd person camera, but a little bit better visibility. -A la Part 3, you could add in a van that would replace both cars and the boat. Harder to get going, but could carry 6 maybe? -Part 8 Jason could stand to lose a bit more grip strength because of his destructive power and the speed of his weapon kills. He's ridiculously fast at finishers. Aside from this, I think he's got a good balance. -Instead of having Jason carry 5+ traps all at once, it might be good to have him return to his shack for them X amount of times, and carry 2 at a time. Part 2 Jason can lock down escape options ridiculously well. Maybe instead of carrying more traps, he could carry 3 at a time and make an extra return trip. It also might be good for Jason to have a small small chance to set off his own traps. -I wouldn't mind seeing the remaining time be in some way attached to the number of surviving counselors remaining in game. It's frustrating to watch someone sit somewhere for 15 minutes, and it promotes backdoor sellouts via messages or party chats. I think hiding is a legitimate strategy, but it can get old pretty quickly. -It would be nice to get some "Final Girl"/"Last Man Standing" experience for outliving the other counselors, even if Jason wipes everyone. -Passenger weapons might be a bit much, but firecrackers out the window could be an excellent addition to incentivize getting passengers instead of bolting. Also, people should be able to enter the vehicle as it's being started, at least. -As someone who doesn't mind being a sacrificial lamb, it would be nice to have a one-use option to force Jason to hold on to me longer before he can execute a finisher, giving others nearby a better opportunity to escape. To use this, I'd have to forgo breaking free, which I think would be a fair trade. Obviously, I would die as a result. -For those that cry about Jason being OP, you'll like this one: Jason's Morph and Shift might be more cinematic if he weren't allowed to initiate them in a counselor's line of sight. Note, I say INITIATE, and not COME OUT OF. I don't mean if they have him on their screen, but if a counselor is facing Jason, with an unobstructed line of sight, he shouldn't be able to initiate a Morph or Shift. -Jason's shack could do with more possible spawn rotations. They were fairly easy to memorize. -Additional use for walkie-talkies: allow someone to drop an active walkie-talkie somewhere to throw their voice and mislead Jason, similar to the function of the radio. -When you create a party, it would be nice for all of the nameplates not to be in various shades of red. I don't differentiate that well, and I'm sure I'm not alone in this. -Personally, I would LOVE to have spawn preferences accessible from within a match lobby, as I've been kicked from a few for being Jason too many times due to others not setting their preferences. I'm not trying to hog the mask time, I just assumed people want to be Jason more often. -We have perks for melee damage and fear reduction based on proximity of other counselors, it would be nice to also get a similar perk for stamina/run duration, for when you're all making that last dash to the flashing lights and sirens. -I think it would be great if Rage disabled Stalk, but added a constant Sense in an extremely limited radius around Jason (maybe 5-15m). That's all I got. Thanks, happy camping/hunting!
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