ZooMalfunction

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ZooMalfunction last won the day on November 7

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About ZooMalfunction

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  1. You forget the October bump. The game had Halloween, a retail release, new DLC, and went on sale. If all that all four of those things did was keep the numbers relatively static, then that speaks to a huge drop off of established players to accomodate all the new ones. New players that have little to no experience of how good the game used to be, and who there's no guarantee will stick around once the novelty wears off, unlike the established players. You're not looking at the big picture at all. All you're doing is engaging in confirmation bias.
  2. If they scratch their heads at why digital and retail cost the same, then they really are idiots. I don't work in game development or retail, and even I know why. It's because brick and mortar stores fear digital distribution. In the same way Amazon has forced countless high-street stores to close because they can't match their discounts due to the overheads of running a physical location, game retailers know if digital takes off, their companies may go bust. So they force large publishers into pricing their digital games the same, so stores are not at a disadvantage. If they refuse, they punish the publishers by refusing to stock their games across the chain, or by giving them less advertising and shelf space, or by ordering less copies or not pushing pre-orders. While retailers still have the muscle to do this, they have to in order to survive. Gun is obviously an indie minnow, so is largely excempt from this. But the big dogs such as EA and Activision are bound by it. Understand though that they're doing as much as they can to slowly kill retail, mainly because you can't sell pre-owned games if everything is digital, so it's a rational move by stores to force this issue. Steam is an exception as piracy had already killed the retail PC market.
  3. I've just noticed that I'm one of only two non-Gun/Illfonic posters on the forum who has more likes than posts (the other being content creator @Laphin) As my posts over the last month have been almost entirely about breaking down where I feel the game has gone wrong, and the majority of the likes have come during that period, I feel this really shows the depth of anger towards the last patch. It's anecdotal, sure, but I feel it's an interesting metric that we've pivoted from content announcements to cool game videos to anger at how broken the game is as the most popular post type on the forum.
  4. This is crucial. Developers. Are you listening? Your last patch fucking ruined the game. It stopped people giving you a pass on all the shitty bugs you've been unable to fix, seeing as you're now purposely changing things for the worse rather than just by incompetence. There's now a large amount of people who are waiting on the next patch as a last chance for you. If you fuck this up (as I have every expectation you will) we will be gone for good, and your game will die, and it will be entirely your own fault. You have almost completely lost the confidence and goodwill of the community, and you have nobody to blame but yourselves. It's been 6 months. There comes a point when enough is enough.
  5. As part of their Black Friday promotion. It says subscribers get early access to deals, so non-subscribers may not see it yet. In its current form, I would not recommend this to my friends who haven't got it yet, at even a discounted price. Especially as there's a bunch of almost new games on sale too. However, depending on if the next patch comes soon, and fixes things, and the game remains on sale, it may be worth keeping an eye on.
  6. I've just completely lost confidence in them. We're on what? The 4th or 5th patch, and they're still introducing new bugs? And still haven't fixed the connection issues? It's amatuer hour. And on top of that, they still keep tinkering with the gameplay, making it wildly swing in different directions each month, pissing everybody off, and showing little to no understanding of what makes their game fun, to the point now that virtually nobody is having fun anymore. Not only is their technical department crappy, but their design team is too. They're literally paying people to make the game worse. Let that sink in - we're almost 6 months post-release, and the developers still haven't got a stable build of the game or settled on basic gameplay balances or added even half of the promised content. The game is essentially still in development on a technical, design, and content basis, and almost every time something gets added, the game gets counter-intuitively worse. I feel embarassed for them that they've done very little other than repeatedly damage their own game over the last 6 months, with the sole exception of Part 4 and the Jarvis Map.
  7. Yep, the game's ruined. I played almost every evening since launch, and stuck through all the bugs and team killers and roof glitchers, etc, but have stopped playing now, as have all my friends. Changes the developers have purposely made to their own game have made it less playable than when assholes were purposely killing their teammates. It's that fucked. It makes me feel like they never even play their own game, such is their disconnect. I'm only sticking around on the forums on the hope the next patch fixes things. If not, then I'll give up on the game for good. Jason is completely unplayable against anyone who has even the slightest idea of what they're doing, and escape as a counselor is trivial. Nobody is having fun other than counselor players who like flattering their egos with automatic wins.
  8. They haven't. It's just the changing metagame. Previously everyone ran the OP Thick Skin and Jason's grab was fearsome, so sprays were less required as chopping was less frequent and it was much harder to be made to limp via knives/traps/broken glass. Since Thick Skin got nerfed and traps and long falls were made to always cause limping, everyone switched to Medic instead for the double sprays. Medic was always an option in the past, but Thick Skin was a better call, and there were always better perks for the other two slots than to double down on defense ones for most players. I think they need to revert all the changes from the last patch bar the trap placement fixes. In addition: Medic should be removed to lessen routine trap tanking. All large maps should have proximity spawns for parts, and small maps should have random spawns for parts. Jason should also have a large proximity Fear penalty to discourage mobbing, looping and teabagging. Counselors should get long stuns on Jason from 2 patches back to compensate. It made combat a good risk-reward for both parties rather than the mess we have currently where stuns are constant, but have little consequence. I'd be very happy with all that. I'd like the ability to hit people as they climb through windows again, but can live without it.
  9. The main issue with this is because Jason gets mobbed so much now, and there's no cooldown after taking damage (only stuns) a bunch of low-luck characters with low-stun weapons all attacking him at once pretty much guarantees a stun, when before it was unlikely.
  10. I find it hilarious that the excellent balance they had on the digital release was actually a product of their technical incompetence, and not their design genius. They stumbled on a great formula only by virtue of so much shit being broken, and have slowly been working their way back to their originally intended mediocrity ever since, and self-defeatingly in the face of the opinion of much of their playerbase.
  11. Thanks! I think it goes to show just how much tinkering has gone on. It's no wonder people are frustrated when something they've grown to love gets flipped on its head repeatedly. The thing that annoys me the most is that the game at the start was pretty well balanced. Maybe slightly in favour of Jason, but if it has to be in favour of someone, by the nature of the franchise, it should be him. Then they debuffed him, and buffed counselors, but went too far. Then, instead or rolling back some changes, added another layer of buffs and debuffs to different areas instead to try to balance it, while keeping all the unpopular new shit. And are now in a position where they're going to do the same again - a third or fourth layer of ad-hoc fixes to gameplay - rather than simply going back to a formula that worked in the past, and one that everyone was happy with. It's turned a perfectly tuned (well, almost) experience into a complete mess. It's like someone oversteering a car repeatedly to the left and then right again out of panic and inexperience. It's kind of absurd that a game that's been out this long is still filled with bugs (both new and old) and is still having the core formula fucked around with on a regular basis in this way. I can't think of many games that have done this. Certainly none that survived it. I haven't played it, but I hear For Honor apparently did the same wild balance swings, and that it pretty much killed the game.
  12. Do you mean on Packanack Small? If so, that was always the case I think. Large Higgins can also spawn 3 shotguns with Tommy as one can appear at the camp below the graveyard if Jason's shack is on the island. I agree it's kind of bullshit, but isn't really a change, as it's always been there. The additional fireplace shotgun on Packanack Large is new though. I class the balance on Small Maps in general as a debuff to Jason simply due to the item spawner on them is that's something that's an actual balance change compared to how the core maps work. In the same way I consider Jarvis a buff to him, because the item spawner there makes it easier for him. I try not to judge the contents of the maps, just how mechanics have been changed on them.
  13. I think that was a Composure bug fix, but I'll add it as it falls into the realm of Jason's stun times - something nobody was really aware of as a bug, and remained part of the game for a long time. Things that everyone was aware of as a bug (such as Sucker Punch not working) I don't class as a buff for it eventually coming online.
  14. Most of these are removed exploits, or limitations caused to prevent exploits, or bugs that are on the list to be fixed. They're not intentional rule changes. None of them are actual gameplay rebalances unless you considered cheating as an essential part of the game. I'm very sorry you can no longer get a car on the boat, but in what universe did you think that was an actual intended part of the experience? You may as well put that you can no longer get on Packanack's roof. I know knives still work. I'll clarify I was talking about weapon attacks. I put that Jason was much more easy to stun. I'll add the mechanism why. Combat stance does still work on doors, and I am aware of this, but is buggy and inconstent. I consider it something they attempted to remove, but screwed up doing so. If you're still doing it, it's pretty much exploiting something that was supposed to be removed. Doesn't the car now start slower for those with low Luck too? In which case, I consider it a neutral change. I haven't noticed much of a difference with Shift speed. I'd like further clarification of that, however as much as I would consider slower Shift a Jason debuff, I know many find it too fast, so it's likely a neutral change too.
  15. Hi all. I've been playing since launch, and thought I'd make a list of all the changes to gameplay balance that have occured since the digital release version and now for some of the newer players who may be a bit confused as to all the outrage about this topic. Things that were confirmed as bugs or exploits (such as items sinking into the floor, broken perks, or the Combat Stance trap/flare immunity) or are currently bugged, will generally not be included, but some bugs that most players assumed were gameplay features and were generally content with the balance of (such as Jason's long stun times) will be. If I've missed anything, please post and I'll add. The beta is the beta, and is not in consideration here, as things were in flux there for a reason. Also, please note that not all changes are equal. Some have had extremely wide-ranging and controversial impacts on how the game is played, while others have been relatively minor in scale, and welcomed by most. Jason Debuffs/Counselor Buffs Jason's grab range and cone has been reduced severely. As grabbing is his main method of killing, this is a very large debuff. He's gone from being able to grab people (arguably) 4ft away, at a 90 degree cone, to less than half that. Shift-grabbing - a previous mainstay of Jason's arsenal - is now almost impossible against good counselors. Weapon hit range and cone has been reduced too. With the grab range being reduced, this means his backup method is more unreliable too. Jason can no longer interrupt the window hopping animation with weapon attacks. Previously, he could knock counselors out of it, and depending on how far through they were, stop them entering. This makes window looping much easier. Jason is now much more easily stunnable by low-Luck characters and low-Stun weapons, as the chance to stun in now cumulative, rather than a percentage chance. As his grab and weapon range is much shorter, this makes combat much easier for counselors. Jason now cannot multi-trap one repair area, and has a minimum distance between traps. Dropped parts are now marked on the map. Prior to this, counselors needed a lot more communication and teamwork to achieve objectives, and parts could effectively get lost if players died in the woods. Now objectives are completed much faster, and voice communication/coordination and teamwork are much, much less important. Small maps have item spawners that can put multiple parts in single cabins next door to objectives, meaning cars can be active regularly before Shift. Tommy now spawns with a med spray and pocket knife, when he did not before. This effectively gives him an extra life. Jason generates less fear when in proximity to counselors. This makes looping and fighting him easier options. An additional shotgun spawns on Packanack Large by the fireplace. As there's already one on the couch, and this can spawn a car, the phone, or even both, this gives counselors a much greater chance at fighting Jason off in a crucial area while fixing objectives. Jason now has a large delay in attacking after blocking, making combat stance now largely useless on the offense, and mainly just a defensive tactic. Mobbing is now a much greater counselor tactic due to other changes, and this makes him weaker than before in fighting off mobs. The removal of team-killing made saving counselors from Jason's grasp and fighting much easier. Previously you could often cripple or kill other counselors while trying to do these things. The shotgun especially was dangerous to use due to it's large spread, range, and one-hit-kill nature. Window breaking is slightly slower, and now leaves Jason slightly vulnerable, now that you have to use a prompt. In the past, you could just slash them. You could previously use Combat Stance to break down doors. Now that you're forced to use the animation, this leaves you more vulnerable to attacks. Combat-stancing doors was previously confirmed as acceptable play by the developers, but is now seemingly considered an exploit. Jason can also be hit freely through the door while in this animation. Counselors can now block throwing knives at a cost of weapon durability. Police exits on small maps are very close together, making camping an exit a much less risky option for counselors. Some Morph spots are much further away from their targets than before. Grab strength has been reduced. This is relatively minor however, as most grabs can trigger kills before escape is possible even for Tommy. It does lead to a few more escapes in tight spots however. Counselor Debuffs/Jason Buffs When Jason was nearby, the camera would zoom in to alert you, but doesn't anymore. This was helpful during Shifts to know if he was targeting you. Especially Stalk-Shifts, when you may not even be aware he was close by. Jason's stuns are much shorter. Previously you could knock him down and start the car semi-reliably, but now this is much harder. Traps and second-story window falls now cause auto-limping. Previously, depending on character and health, you could do one of these actions and still walk/run away. Thick Skin as a perk has been reduced. Previously you could take 8 or more hits with Jason's weapon before dying. The Jarvis map has a random spawner that doesn't spawn parts near objectives, meaning much slower completion times on those maps. There are now more environmental kill spots. A minor benefit, as Jason can usually kill you with a standard grab kill, but can occasionally let him get one in a spot that was otherwise too tight. Weapons now have less durability. Bats especially break much easier. The range of firecrackers is now much smaller. Stalk now uses the VHS effect and mutes footsteps. Previously it was obvious to those in the the know when Jason was bluffing a Morph if they kept an eye out for these. Jason's weapon now can travel through and damage multiple counselors. Previously it would only hurt one at once. Counselors now absorb hits from each other, meaning you cannot save them from grabs from the front, as they will take all the impact. When team-killing existed, hits would travel through them (damaging them) and into Jason.