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Malken

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Everything posted by Malken

  1. An ongoing tv series, that could potentially go on as long as the ratings are up? No, I don't think that would be a viable idea, because you'll end up with either a really diluted product or something that's going to have to jump the shark real quick to keep people coming back every week. But a mini-series with a particular story to tell, something with a defined beginning-middle-end, a specific number of episodes to do it in, and a careful balance between character development and gory kills? Yeah, I'd definitely be up for that!
  2. Here's the thing, though. The whole premise of the game relies on 1 simple factor: Counselors NEED to be running for their lives and Jason NEEDS to isolate them to pick them off one by one. That's as true now as it was at launch. The difference is that back then, everything about the game was new, which made players get into the spirit of things a whole lot more. Exploring an unknown map in the dark, with few resources available, where death could claim you at any moment, made for some genuine tension while playing. Compare that to now, where we know the maps, we know where items are likely to spawn, we know the patterns, and the limitations to Jason's abilities, etc. We became accustomed to and even comfortable In Crystal Lake, so the immersion and tension kinda faded away over time, which wasn't helped at all by some of the Devs decisions. Once the players realized that if they regroup and go on the offensive, Jason can't do much to stop them, the whole premise of the game just goes out the window. It's 1 vs. 7 after all, and if players had been pulling this kind of tactic at launch, Jason would have been a Pinata right from the start. It's just that much worse now, with the overall increase in resources, nerfs, and all the other stuff that was changed over time.
  3. On Xbox, I've seen people trying to hide under beds, but their counselors are actually laying flat on the ground, right out in the open, next to the bed itself. Most often though, I've seen closet doors remain half-opened, clearly revealing there's a counselor hiding inside them. I don't have any screenshots, though.
  4. SPC should definitely give the killer (whether it's Pamela, Jason or Roy) the ability to use hiding spots for surprise kills like that! Addendum: As much as I like a lot of the ideas in your thread about Pamela Mode, I still doubt it could work out smoothly in multiplayer. Pamela simply can't take the same amount of abuse that Jason can, so even at 4-vs-1, she'd still end up being used as a Pinata. Also, like I stated above, the reason she was effective as a killer is that the counselors were unaware of her presence, which is feasible with scripted bots, but completely impossible when dealing with living players. Meta-thinking would automatically kick-in and they'd just end up staying at a safe distance from any hiding spots to avoid the jump-scare kills.
  5. Single Player Challenges is the perfect mode to finally include a bunch of things people have been wanting to be part of the game since forever, but that I don't think would've ultimately worked out in multiplayer. SPC look like they're going to be heavily stealth focused, so now's the perfect time to include a Pamela Mode. Let's face it, Mrs. Voorhees has always been ill-suited for direct confrontations, so having it in multiplayer would get silly pretty quickly. You thought Pinata Jason was a thing? Imagine 7 young counselors beating the shit out of a woman who's twice their age and who's one (in)famous weakness is having a blade coming in contact with her neck... But in SPC, no one's aware there's a killer on the loose and you get to take out the counselors one by one. It's a perfect fit really. Likewise, rigging up corpses to create jump scares. In multiplayer, it's would be so counter productive that it'd become kinda pointless to even do it. You'd carry the bodies around, looking for that perfect spot to set things up, on the off-chance that another player *might* come back to that specific location. You finally prop the body up, everything's ready... and meanwhile the cops have been called, the boat is long gone, and the car just revved up. However, in SPC, the counselors are busy doing their own thing and are blissfully unaware of your presence, leaving you all the time in the world to set up that kind of jump scares. Sure, making a bot panic isn't as satisfying as scaring the crap out of a living player, but as far as its intended purpose goes, it'll do. Scenarios that have already been mentioned, like the Lazarus, NYC, the morgue from Pt 4, are all excellent examples of what SPC could be great for! Hell, it could even be a good fit for that JGTH body-hopping idea that some of the members here wanted as a full-on game mode.
  6. Definitely the walking ones because they work on more than one level. Not only is their threat physical, but their unstoppable natures slowly wears you down psychologicaly and emotionally until you break
  7. Pretty good video. That story is pretty flawed-but-fun, and really doesn't offer much outside of over-the-top gore every other page. I'm surprised you didn't touch on the main premise more, which is why the 2 Jasons are fighting in the first place. For those wondering, it's basically that Uber Jason was reconstituted with only partial memories due to that chunk of his head being blown off. When the OG Jason of these books gets reconstituted, he's got those missing pieces of memories, but nothing else, so one Jason keeps having flashes of a woman he can't recall, and the other Jason keeps hearing Pamela's voice but has no idea what she looks like. When Uber Jason rips out OG's brains and puts them back into his own skull, his memories of Pamela become whole.
  8. I agree about the mo-cap part, but how is going out of the barn that way any different than jumping out a 2nd floor window in one of the houses? Yet we still have those in the game and they're not a game breaker.
  9. I killed 3 in a row that were just standing in Violet's room. None of them even acknowledged my presence while I was doing it. Turning on Stalk seems to sometimes make you invisible to bots, even if you're standing right in front of them. Weapons grabbed by bots sometimes turn invisible. The first time this happened, I thought the devs had added a punching attack in the game. The AI is somehow smarter and dumber than before, at the same time.
  10. Again, the argument is moot because by definition, going AFK means that they're not playing the game. Which is exactly why I said it'd be better for the OP to just grind XP with bots, because that way he doesn't have to deal with trolls, rage-quitters, Jason-helpers, etc. and he still gets the XP he wants without annoying anyone in return. What's wrong with that exactly? And it's absolutely priceless how you're chastising me for daring to tell the OP "how he should play the game", and then you follow it up by telling me to stop bitching, adapt and overcome. kind of hypocritical of you, don't you think?
  11. You'd have a point here, except that going AFK doesn't involve actually playing the game. In fact, it's the opposite of actually playing the game. If he wants his lvl 150 so badly, he should just grind XP with bots. That'll give him exactly what he wants without having to be a douche to anyone else.
  12. Let's cut the retard a little slack, it's not his fault that his game was off a bit. He had just lost him home, his mom, his sack, and got a machete buried in his shoulder just the previous night.
  13. @deathbat96777 some of your ideas have some merit (Jason-specific deaths, looting and throwing bodies, popping tires, etc.) But making every Jason run, shift, and break doors exactly the same would seriously reduce any incentive to pick one Jason over another.
  14. If the only means for counselors to survive a match was to go the distance and last the entire 20 mins, then, maybe removing shift and morph would be a viable option. As it stands now, though, this is such an absurd notion that I'm not quite sure whether to laugh or facepalm in response.
  15. Basically it boils down to this: The issue isn't the mechanics of playing Tommy, but how some people choose to play as Tommy. So, it's really a people issue, not a game issue. Yet your solution is to make changes to the game in order to fix a people issue. ok...
  16. So, what happens when Tommy's driving the last few survivors out? The car just stalls at the exit?
  17. @JasonWhorehees Sounds like you and everyone else in your match might be using party chat rather than game chat, in which case, yeah... walkie talkies become useless. Otherwise, you'd only hear players that are close by without the walkies.
  18. Continuing with Part 2 WHAT WORKED Story Time: Considering that the Friday the 13th movies are a modern take on old campfire tales, I felt it was incredibly fitting that the exposition we get from Paul about Jason's legend comes in the form of an actual story told around a campfire. It's part meta, part foreshadowing, and part inviting the very evil you're denying exists. WHAT DIDN'T WORK What Are You, Psychic: The bar scene with Ginny, Paul, and Ted discussing the legend of Jason is a good way to setup her using her child psychology training on Jason during the climax of the film. The only issue, though, is that throughout this conversation, Ginny makes a ton of assumptions about Jason that are completely unrelated to anything Paul said about him around the campfire, but her speculations later turn out to be 100% correct, despite the fact that at this point they all consider Jason to only be a myth. Once again, this was an easy problem to fix. They make a point of having Ginny being really invested in analysing Jason's story, so all that was really needed is to add a line of dialogue where she says she's been researching the facts behind the legend to use in a school assignment.
  19. Very interesting. I never got to read any of the novelizations before, so thanks for that link. I think Hawke might be leaning a little too heavily in this "devil-child" idea he has about Jason's birth and childhood, but his description of how Jason thinks and how he found Alice would have been a good fit in the movie.
  20. Moving along with the first sequel, I'll switch it up to presenting only one aspect that worked and one that didn't, per post. That way, it'll avoid the wall-of-text syndrome, and give everyone an incentive to join in and contribute to the conversation. FRIDAY THE 13TH: PART 2 WHAT WORKED Passing the Machete: Having Jason take over as the killer may seem like a no-brainer today, but apparently it wasn't something they'd originally planed on doing. The original Friday the 13th was basically a modern (at the time) version of a "haunted woods" campfire tale, only it had a real, flesh and blood killer in it. Well, Jason's entire backstory made him the perfect candidate for the part of the boogeyman haunting those woods. Before him, Camp Crystal Lake was "cursed", but nobody could really say by what exactly. With this film, the curse finally got a name, and it's Jason Voorhees! He's not only the missing piece that was needed to complete the puzzle, but his inclusion also brought the story full circle, with the son now avenging the mother, adding another layer to the myth. WHAT DIDN'T WORK Google It: Something of a head scratcher comes right out of the gate in this film, and that's how Jason managed to track down where Alice lives. I get that they just wanted to tie up that loose end and move on as quickly as possible, but it's still a pretty huge plot hole to have in your movie, especially since it's right in the opening scene. It's not like we've ever seen Jason find out her name or look her up in a phonebook, but it's not inconceivable either that he could've discovered that information somehow. He could've have gotten it from the hospital where Alice was taken at the end of the first film. After all, the hospital would have her address on file, and the cops would surely ask for those contact information should they have any follow-up questions to ask her. Jason could've either stolen her file or overheard someone mention Alice's address in a conversation. Either options would've taken very little screen time to show, and prevented this baffling plot hole from ever existing.
  21. A Pamela mode would definitely be awesome for the game, and I'll be sure to plug your thread about it. I'd appreciate it if you could do the same for this thread so it can pick up some steam and get some good conversations going. Betsy Palmer was indeed great and extremely creepy in the role. Just goes to show what kind of pleasant surprises we can get sometimes when they cast against type.
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