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RustInPeace

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RustInPeace last won the day on June 23

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About RustInPeace

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  1. @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.
  2. @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.
  3. 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"?
  4. 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?
  5. 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.
  6. 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?
  7. @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)?
  8. 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.
  9. Kind of like this morph by @Redrum138? (Somewhere around the :35 second mark)
  10. So, @mattshotcha, can you confirm with the team whether Rage goes into effect when the icon turns red (in which case, this video shows a bug), or is it when the on-screen text pops up (like @Redrum138 & @SteadyGosling pointed out)?
  11. @mattshotcha (and everyone in general) Is this a bug or intentional? The flare stuns Jason AFTER the Rage icon in the corner turns red, but BEFORE the on-screen text appears.
  12. This is the game mode we were describing in that other thread (I believe it was the "Looking for Players PS4"). This was a really fun mode to play. We've also played a "1 Life to Live" version of this with 6 players (5vs1). Each counselor has only one life before they are permanently eliminated. This goes on to Part V instead of Part IX. @pioneer67fkd won his hand as Jason during that run against @Redrum138, @lasse_hei, @Vaderspupil, another friend, and myself. Very tense and fun knowing you can lose your best counselors through this gauntlet.
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