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Crooked Wookie

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About Crooked Wookie

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  • Birthday July 23

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  1. Thanks for the update. I'll reserve opinion until I see more of it in action - in the video, and I don't know if it's the graphics or YouTube, but it looks REALLY dark. Like 'hard to make out any of the details, I hope "just dimming everything so you can no longer make out the problems with the graphics" wasn't your actual plan,' dark. Hopefully it looks a lot better in action than the clip presented gives it credit for, although that does raise the question of who put together the comparison, saw that everything is now black and muddy on the 'New Engine" side and said "yep, looks good, I think they'll be impressed" and called it a day.
  2. Oh man, flashlight communication is the worst. It wouldn't be so bad if some people just muted their mics and didn't talk, but when they apparently can't even HEAR you it's a nightmare a lot of rounds. Every game is "Here, drop the battery. I have repair 10, you have a 2, why don't you let me...no, just drop the...stop, don't put that in, let me....All right fuck it, say hi to Jason for me." *runs for life*
  3. Oh hush. Curmudgeon is putting it nicely. But yes, it's dog eat dog, man. If I find a room where people are talking, I will be the best teammate you ever had, guaranteed. If I'm in a public lobby and nobody has a mic and nobody seems to have any idea what they're doing, I'm going to look out for #1 and not feel the least bit bad doing it, though. The mistake a lot of people seem to make is assuming you're always one or the other - selfish or not. I'm absolutely selfless when I have the opportunity to do so. I love helping people out and saving everyone I can. It's great. Most quick play lobbies, though, it's every man for himself. That's just the way it is.
  4. Oh yeah for sure, no hard feelings. A lot of people here (and this is better than Reddit) just find ways to make the weirdest stuff controversial. I agree that when it comes to locked doors it's a bit of splitting hairs, and that both the "always locks" and "never locks" are probably both a bit bonkers. I'm definitely splitting hairs myself a bit, just because I would say I "almost always lock" but hesitate short of advocating ALWAYS locking every door I come across. There are some strategic times where I might leave a door unlocked or open at least long enough to throw Jason off the scent. There are some doors where I think locking them does more harm than good, because they don't slow Jason down but COMPLETELY block the teammates the 'always lock' people seem to care so much about, and get them killed places like Packanack WAY more often than anything else. And there's definitely a bit of a selfish element to it. I'm honestly a pretty generous player, believe it or not. Calling the cops is my main focus every game I can - I run a high level version of My Dad's A Cop specifically because it's the best way to give everyone a chance to escape, and I like making that happen. I'll stop the car and try to pick people up, even if it adds some risk of Jason catching us, unless it's clearly suicide to do so. I will make every attempt to bring someone along with me if I'm working a boat escape - although, as you pointed out - so few people use mics that a lot of the time there's no way TO tell people 'hey, someone come meet me at the dock, hurry.' I've made multiple trips back and forth as Tommy, ferrying people to the exit when I could have just run for safety myself, because I do believe that's what a good Tommy does. To be clear: I LIKE helping teammates. I like it when a bunch of us get out. I will glady take risks to make sure that happens. But on the flip side, if I'm in a room where nobody is communicating, nobody else is getting anything done, there's only so much I can do. If everyone is running around in circles, nobody is accomplishing anything, and I can speed loot an area, fix the boat up and take off and earn those escape points, I'm going to do it, and I'm not going to worry too much about what happens to anyone who runs down there after I'm gone. I mean if I can bring someone with me, I will. If we can escape together, great. But if nobody is talking, nobody is working together, there's no possibility of coordinating strategy or really cooperating, at that point you bet your ass I'm going to do what I need to do to escape as quickly and quietly as possible, and good luck to the rest of ya. What else am I supposed to do at that point? If nobody else in the game did a thing to help out, repaired anything, made any real attempt to escape or even communicate, why on earth would I feel bad about taking off and leaving the door open behind me, you know?
  5. You kidding? I'm on Xbox and ONLY use quick play. So yes, believe me; sadly I know that communicating with other players is more myth than reality. I wish that weren't the case. I'm perfectly fine agreeing that "barricade the doors" is a good rule of thumb, absolutely. But I think there are definitely some exceptions and some situations where time versus risk becomes enough of a factor that you are better off just leaving them unlocked. Or even open, in some specific strategies, when you want to give the appearance that nobody is there. Throwing open the door and some windows, calling the cops, and then hiding under a bed so Jason shows up, sees the open door and thinks "crap he already ran off, I better go find him" is one of my favorite and routinely successful tactics. Which isn't to say that I won't maybe then jump out and barricade the door once Jason runs off, or teleports away to deal with something else - but that's again the point I'm trying to make; barricading the door is a good rule of thumb, and something I'll usually do, but not necessarily every door, immediately. If I spawn and see the fuse box or phone, I'm absolutely going to hide and leave the doors unlocked and the windows closed, so that if Jason shows up in the next 30 seconds to trap the fuse box, he's got no reason to think anybody is there, and will put his traps down and move on. Will I climb out and trap them once he leaves? Sure - unless, as I said, I'm planning to call the cops and then hide, rather than call the cops and then run away. But it flies in the face of the blanket "lock every door the second you come across" it mantra that some people seem to be pushing. It's a lot more nuanced than that, that's all. So I cannot endorse it as a hard and fast rule.
  6. If you still "Need a fucking map" in a game where literally every location has a fixed spot where you can go and grab a map, again, you have bigger problems to deal with. Also, the cops spawn at one of two locations on every map, so your odds are worst 50/50. If you know where the PHONE is, the cops probably showed up at whichever exit is further from it. If there are other players in the game you should be able to ASK somebody which direction to head. I could go on...
  7. LOL. I barricade doors MOST of the time. There are situations where it makes sense not to. If I can open up an escape and get myself and hopefully others out - I certainly make every effort to bring people along for the ride - I'm going to do that. If you're still running around trying to find a pocket knife after the police have arrived, the boat has left, or the car has loaded up and driven to safety, I don't know what to tell you: you have MUCH bigger issues at that point than me leaving a door open, and probably weren't doing that much to help out in the first place.
  8. I'm just saying, there are times where it makes sense to barricade the doors, but there are also scenarios where there's not much reason to do so and some doors that it literally never makes any sense to lock, because you're going to hinder your teammates much more than you're going to hinder Jason. So I think a blanket "LOCK ALL TEH DOORZ" statement is silly. You just have to be smart about it.
  9. You just ENTIRELY missed the point of what I said. If I am holing up waiting for the cops, I *do* barricade and prep an area to hide and fall back and juke in. The only time I do *not* bar the doors is if I'm speed looting an area right before booking it out in a car or boat or something, and anyone who gets down there and sees doors and drawers thrown open and hangs around, instead of thinking "hey this area is cleaned out, I better move on" does so at their own risk.
  10. Sorry I'll use smaller words. "Does more harm than good." Better?
  11. I disagree. I think you're much more likely to screw your teammates than you are to save your own hide. If you use a little situational awareness, the odds of Jason sneaking up on you while you're in there are basically nill - and you should be spending as little time inside an obvious target like Packanack Lodge as humanly possible, not hanging around there. But if someone gets chased up there - say they install a car part outside, Jason shows up, and they run inside hoping to grab a flare gun or shotgun or something, and you locked the door, they're now completely screwed.
  12. Honestly, it depends greatly on the situation. There's no one right answer to this. It all depends on whether I'm trying to set up a defensible area where I can hole up and juke, falling back from cabin to cabin and running down the clock on Jason or not. Say I'm on Higgins, I found the fuse and called the cops. I may go up to the North side before they arrive, do a quick search of the cabins up in that area - either the 2-3 in the NW or the camp area in the NE, depending on where I expect the police to show up. Once I get there I'll loot the cabins, open windows, bar the doors, and hide out, waiting until the cops arrive and I can run for the exit. Even if Jason shows up, finds me, and gives chase, I then have multiple cabins I can kite him through, eating up valuable time until I can run for it, and hopefully distracting him while other people fix up the cars, leave in the boat, or make their own way to the exit. On the other hand, say we're in Packanack and I spawn down in the south and there's a boat and I decide I'm leaving that way. I know the propeller and gas are probably both in the row of cabins down there, so once I'm sure Jason is occupied somewhere else I'll often speed search them and not bother locking doors, because I have no intention of holing up. My goal is simply to get in, find the parts I need, and run back and forth to the boat as quickly as possible to repair it and take off. If it goes well I'll be in and out of there before Jason even thinks to go hunt down there, so why bother locking up? It's a lot faster to throw open the door and run in and out than it is to crawl through a window. And then there's things like the door at Packanack next to where a car usually spawns at the lodge (and where the phone box is often located). People spawn in the lodge and more often than not someone runs over and locks that door in case Jason shows up. But that is worse than useless; ANY Jason can smash that door down in one hit. It's going to buy you no more time than if he simply walked up and opened the door, and if a counselor comes running up trying to get away from Jason you may have just killed them for no real gain yourself. So there are absolutely a handful of doors I never bother locking, because doing so is much more likely to harm the counselors than it is to help them. I don't think there's a catch-all answer for when to lock doors. It's pretty situational. I will *usually* bar the doors as I search the cabins but there's a lot of strategic considerations. As another example, say I find the fuse and am able to go install it and call the cops. Far from barricading the door behind me, a lot of the time I'll throw it open, and open a few windows before calling the police. Then as SOON as the cops are called I'll dive under a bed or something. Why? Jason will often show up hoping to catch and punish the person who called the cops. He shows up and the door is wide open, he will very often assume that whoever called the cops ran like hell the second they did so and will go start looking elsewhere for them. This is especially effective when it spawns someplace like the south end of Crystal Lake, in one of the little single door cabins. I'll leave the door open, open the window next to the phone, and hide in the closet or under the bed. Jason will usually show up, do a quick check and then go search the nearby cabins for me. It doesn't even occur to him that I might have stayed in the little 'death trap' cabin and not actually run for my life.
  13. As has been mentioned, the fuse tends to spawn in the same 'quadrant' of the map as the phone. Once you know where to look for the phone, you can start searching the cabin it's in and then work your way out from there, searching nearby cabins and expanding your radius until it turns up. There's pretty good odds of it being in the same house AS the phone, because of this. Another good example is Crystal Lake - one of the most likely places it'll turn up is actually in the bathrooms, because it's in a spot that is almost dead in the middle if you drew a triangle between 3 of the 4 spawn points for the phone on that map. It's always one of the first places I'll search on Crystal Lake even before I'm sure where the phone IS, and it turns up there a decent percentage of the time just because 3 of the 4 phone locations each have a chance of spawning it there. One of the best things you can do at the start of a round, since Jason usually takes about 20 seconds to grab his knives, check his map, and morph to the phone (assuming he's a pretty good Jason) is - before locking any doors, opening any windows or drawers, is do a quick loop of your starting cabin and check the walls to see if the red phone icon is showing, and/or checking for the phone (whichever you find easier). If you DO figure out you spawned where the phone is, just dive under a bed and wait about 30 seconds to a minute. Most often Jason will show up, trap the phone, maybe smash the door, and if the place is quiet and seems undisturbed he'll morph to one of the cars as soon as morph is back up, rather than hang around waiting for his Sense - which you may avoid anyway, being under cover. I do this when I spawn someplace like the big houses at Packanack or Higgins, all the time. Jason will be there often within 30 seconds, so your choices are run, or hide. If you simply hide and wait him out he usually does his thing and either morphs away or chases somebody who hangs around too long and then runs after Jason shows up. I let them bait him away and then come out and start my search. Agreed, I'll often cut the person a break. Place the traps, click on my mic and advise them to run for their lives. Smash windows and doors quick and be on my way. Although at a certain point people have to learn to identify where they spawned and understand that if they're in a dangerous location near the phone, a car, etc, they need to decide to run or hide BEFORE you show up.
  14. A good Jason player will be at the fuse box within 20 seconds of the match starting. Even IF you found the fuse in the first drawer you looked in, immediately spotted the fuse box, ran outside and installed it, you would not be able to finish placing a call to the cops before Jason showed up. The odds of doing all that AND finishing the call before he shows up and simply smashes the fuse box are miniscule. I've placed a great many police calls within the first minute or two of the game, and in almost every single case it was because Jason didn't show up and put one or more traps on the fuse box before doing anything else. So if Jason got 5 minutes to play that is almost ENTIRELY on him. Parts are weighted to spawn close to where they need to be used, so that when you figure out where the escape routes are, you know where to begin searching for the parts to complete repairs and open up a method of escape. Without this it would be completely random and not much fun for the counselors. Jason just needs to understand that the phone box is his single biggest threat and morph there immediately. I've started skipping even grabbing the knives in the shack, because it takes valuable seconds to grab them both, and by the time you have something you can just collect in the wild you could already be at the fuse box, trapping it and preventing exactly the scenario you just described.
  15. Actually, it was on the Microsoft store, not Xbox. And it was up literally since the game's release, somebody just discovered it was there the day everybody was downloading it. And once the post went up alerting people to its presence, it was there for at LEAST 12 hours before they managed to pull it. Actually, most of this thread is less people complaining they don't have it, and more backers complaining about all of the people who DO.
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