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RustInPeace last won the day on June 23

RustInPeace had the most liked content!

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About RustInPeace

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    Haddonfield, Illinois
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  1. I'm guessing that is a jab at me. Look, I have never said I was the best. Other people talk highly of me because of how I have always played. Never used glitches or exploits, never do animation cancels (exploit), never had an ego about playing well/ not well, and never talked shit to anyone unless they came at me unprovoked. I don't take part in the pissing contest that everyone else seems to enjoy, I just wanna kill people. And @malloymk in particular speaks highly of me because we won the first tournament that the game ever had (to my knowledge, at least) and according to him, @Shadesofjoe, and everyone else on the team, it was because of me wiping out the kill squads in a point-based setup (where certain actions gave more points than just solely "Kill Jason") in conjunction with my team who kicked ass doing objectives while avoiding death in nearly all their matches on their side of the game. This was all before the game had various negative impact bugs introduced shortly after the Engine Update. The game then isn't what the game is now. Unless the Jason player was inexperienced, this was before everyone could make a joke out of the killer in his own game.
  2. You are so wrong and clueless... Is this you:? @lasse_hei, @Redrum138, @pioneer67fkd, @ikarikh and plenty others can vouch for me.
  3. Agreed. I found out late in the Backerkit cycle but made the deadline to be a backer of the game and got Savini before we ever even knew what he was. They really need to remove that stupid "Harassment will not be tolerated" and replace it with "Savini Jason will NOT be added or sold!". You get this same question/"solution" every other goddamn day and people just never learn or listen, no matter how many times it is OFFICIALLY stated as a "no" or "never". If someone has some mild experience photoshopping, make a pic with the close-up shot of Savini Jason with the red circle and line across ala Ghostbusters.
  4. For me, getting all trophies/ achievements tells me I did everything there is in the game (I'm usually a completionist), though some games allow you to cut corners or mostly view or interact with everything. Other games become a grind, and for single player games, that is fine since you can do it at your own pace. But these "X amount of matches played" puts you in a bad spot. You are at the mercy of either the game itself (and when it has bugs that disconnect you or don't track properly such as F13) or, worse, the whim of shitty random players who either disconnect to screw you over or are just plain bad sports COMBINED with buggy server issues, it becomes a nightmare to legit play matches. Example: last night I played with a few friends (such as @lasse_hei and @Redrum138) and a few others. My turn as Jason came up and I was wiping the floor with the lobby, when suddenly one of our party members had a connection error boot him from the party and match, and about 30 seconds later our entire party was backed out to the main menu. That not only killed my want to play anymore, but also doesn't count towards my 1,000 matches played as Jason, so I can understand someone, as a completionist, wanting to do quick but fun 1vs1 matches because of situations such as that. By the way, @mattshotcha, could the team PLEASE investigate that situation I described (when in a party and playing a match, if anyone has a connection problem that boots them, the entire party is forced out as well (party leader isn't necessarily the one with the connection problem, yet they are booted together with the party as well)?
  5. @mattshotcha Given that attributes such as Stealth, Strength, Fear, and Composure could use a bit of reworking/ touch-up, I felt that this idea may be easier to implement. Now, I know I am one of very few who would want certain things made harder for counselor play, but also know how much people rely on these damned afterthought perks. As stated back when Illfonic had their presentation on working on the game, when perks came up, they said it was an afterthought addition and their impact to gameplay would be minimal (and as time has told, they are the ONLY thing the players have focused on). The amount of work to change up how they work and what they do would take quite a while to put together properly, so instead I came up with two ideas (I fully expect to hear contrary criticism, especially with these just off the top of my head) : 1. Bring down the total +% on perks. Nothing exceeding a +10% or +15% on anything. This would help mitigate situations where, say, someone running TS could just tank a trap and run off with no negative impact (other than alerting Jason, but this is usually done by Chads/Vanessas who run off instantly anyway) and no need to heal. Make these situations an actual choice: Do I tank a trap and help the team, or leave it for someone else to tank/pk disable it? 2a. Make every tier of the perks REQUIRE a -% and make -1% the lowest possible (no more 0% impact on perks.) Go as high as the highest +% could go (with this still being determined by RNG). With only a handful of perks being used by a vast majority of players, these mandatory -%'s could help shake up playstyles and matches overall. 2b. (This one may be the least wanted by players and is harsher than 2a) Have each perks +% be met with an equal -% (say a +10% to TS also has a -10% to its negative side). Have these perks and their side effects actually mean/do something.
  6. @Fair Play Considering the PC version was running off the build without the roof fix for a while, in this instance, yes. This update fixed the problems that came with the roof fix (shift & animation cancel) but none of the other individual bugs (such as the bots on Jarvis not moving). So PC users now have the problem with bots that they hadn't had until this update.
  7. Not surprised. As this patch is a newer version of the previous one, and the focus was ONLY on fixing animation cancelling and Shift issues brought up by it, all problems from the last version were definitely going to be carried over. Problem now is what new issues are people seeing after this "stinker tinker time"?
  8. I agree about having some dedicated players test out each new patch BEFORE sending out for cert, but it probably could only be done for PC (I don't think patches can be easily handled on consoles to have private public builds for some people and not others, unlike PC). And since some problems (according to some earlier posts by @mattshotcha) are platform centric, one fix on PC doesn't equal a fix on PS4/XO/ (eventually) Switch, making the situation that much harder to deal with. I'd gladly volunteer as a PS4 tester, but knowing their stance on patch testing basically being internal only (or just a super small and unknown handful of playtester(s)), I guess I'll be limiting my playtime from now on until the game is in an ACCEPTABLE playable state for a 2+ year old game that has been worked on since release, or I outright stop playing because of the headaches each update brings with it... Whichever comes first. As for the testing itself, I thought we were past all this. These simple flubs that got by could almost CERTAINLY be found by a live playtester, but it feels like we are back to the "simulated" tests that just run commands and not actual, hands-on, testing LOOKING for any problems. So which is it: play tested by people or programmed, simulated tests?
  9. Unless there is a new audio bug, the only reasonable reason you probably don't hear it is with the multiple layers of SFX happening at once. Since they decided to add the boat start-up sound, I always hear it when it's started, but muffled when things are happening (breaking doors/windows, counselors screaming/dying, music level drowning out the audio cues, thunderstorms, etc). I STILL think, though, that vehicles that get perfect repairs (no fails on any parts during skill checks) should get silent start-ups. Jason doesn't hear a dial tone when the phone call to the police starts after a stealthy repair to the box, so why not apply that to vehicles as well? Would help a bit with the stealth element for repair/quiet counselors.
  10. What ever happened to that? Was there a solid reason given why he wasn't/ still isn't in the game as a separate Jason select if he was worked on for so long? Wouldn't THAT have been within the code and finished by/before their deadline, unlike Uber, Grendal, and the kill packs?
  11. @mattshotcha As @Jason Todd Voorhees inquired, will this upcoming patch strictly be for these roof/inaccessible area fixes or will there be a few other fixes/improvements as well (that you KNOW you can speak of)?
  12. For me, across the board, I have Restful on everyone (or almost everyone). Then it varies from counselor to counselor. Most have Marathon and a sense avoidance perk, or, in the case of characters Chad and Victoria, My Dads A Cop (sort of like the perk is in place for a lite RPG element). I despise this "meta" that the majority of the community swears by with TS/Medic/Hypo. I like my games to reflect the horror and survival aspects of what the game is geared towards. Having just Thick Skinned, to me, takes away from the thrill of just barely escaping or just making it to another cabin if Jason is in pursuit (and possibly, but not always, breaks off to chase someone else) & combining it with Medic and/or Hypo takes me right out of the feeling entirely (like tanking a trap and not even needing to spray is an insult to the heart of the game, to ME anyway) . There should be set + and -, no high/low percentages, to each perk so there is no overpowered loadouts. As is right now, I've been playing with the idea of absolutely NO perks on anyone (and I know I'm not the first to do so or alone on this). Puts me at a severe disadvantage VS everyone else, but I'm a purist in the sense of loving the cat & mouse chase and if I'm caught, well, there's always next match. Don't want or need handicaps to put myself ahead of others/ Jason.
  13. Kind of like this morph by @Redrum138? (Somewhere around the :35 second mark)
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