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Hello, I have been an active user and early adopter of this project. I pre-ordered the game and picked up all the skins packs and the savini jason. I have all the available DLC except for the special emotes. All of this being said, I cannot believe where this game has gone development wise. After the beta it really took a turn for the better and it felt like things were really starting to go well. I was pumped to be playing as one of my favorite horror icons in a modern game. Skip forward towards now and all I can recall are nightmarish, bug infested, underwhelming counselor matches, and bed pounding frustration at Jason's entire mechanics. In my dreams I see a massive killing machine in a corner being pummeled to death by teens with nothing but seemingly endless amounts of pocket knives, shotguns, flares, and the occasional (not really) fire cracker. This isn't even the beginning of it though. Lets's move onto the development schedule itself. I've literally lost track of all the pushed back dates, missed windows, late launches, and horrendous connectivity issues. I was fine with Gun Media and Illfonic making the release date a year later because I knew they would take the time to really capture the feeling of Jason in the game. I was fine when they announced single player bots wasn't happening until after the game was released, I mean AI counselors is quite a feat for a game like this right? Then came the inevitable delay for summer/early fall updates . But what broke me? After they promise a Christmas/early winter update they fall though the Christmas break window and fail to keep yet another promise to their loyal fan base and earlier adopters. I don't mind a few delays here and there, but at the end of the day Gun Media and Illfonic ARE A BUSINESS. you have customers and people looking to purchase a valid and complete experience, and this product is just unacceptable. If you don't want people complaining about the state of the product and the timing of releases, patches, and updates, DON't SET A DATE YOU CAN MISS. I understand that you are a growing and learning company, however, bad business is just bad business. Once I see Jason X, the new maps AND a MASSIVE Bug fix, and Jason rebalance (reWORK at this point) I will think of clicking on the desktop icon and playing your game (product). Here are some suggestions I have created to help create positive user experiences and game development: FIX COUNSELOR SPAWN RATES [ The shotgun, flares, and pocket knives aren't candy, don't just hand them out ] Listen I don't mind having a few (1-2) instances in-game as Jason where a counselor has a pocket knife and escapes my grasp. However , 7-12(no I'm not joking) times a game is INFURIATING. Then couple this issue with 1 gun spawning in map and on Tommy when he arrives creates a hell for ANY Jason, reguardless of grip strength, shift speed, morph, or stalk duration. Not to mention just the pure amount of weapons available to counselors on all the maps. Poor J-Man can't even walk 2 feet without getting a frying pan, wrench, baseball bat, axe, or 2x4 to the face! 2. RE-BALANCE OR REWORK JASON. Jason after release was INTIMIDATING. He was not to be played with. If you saw Jason as a counselor it was run like hell, hide for your goddamn life, or fight with all your might, if you have the luxury to be cornered. If you hit Jason it was a relief like you've never experienced before. You felt genuinely glad to have lived to see another cabin or house. Jason didn't fear a group of 7 counselors wielding everything but the nuclear launch codes coming at him. He was Difficult to hit, you couldn't just wait for him to grab you and let your teammates knock you out of his hands, you were mashing E (or your controller) so hard you were breaking your bones. Jason shouldn't be auto stunned the second he is hit from a stick or axe, or if he is create a bubble of time so counselors can't hit him instantly while he has a pal of theirs in his grasp. One idea on how to fix J7 for example is to create a "perma-stalk" ability where no counselors can hear Jason or his music UNTIL he's been seen BY THAT counselor. if two counselors are in a building and one doesn't see him, they can't hear the music or his footsteps. I know you guys have heard enough complaints about 7 and I know you said you were working on it, but hear me out when I say this: The community is being extra loud about J7 because he is the weakest link. a team or product, is only as strong as it's weakest point or link. 3. CREATE A NEW FEAR Jason needs to be scary, unpredictable, inhuman, strong, huge, and 1 step ahead of counselors. He was never lacking in defense OR offense in the movies. He had a weight with him. A subtle, yet very effective, horror about him. He wasn't some doll to be dragged through the mud. Jason was a massive harbinger of doom, not an Eric Lachappa. Instill fear, don't remove it. Sincerely, CTK [Kyle]
Allow me to preface this topic with the fact that I absolutely love this game. After giving it a quick rent to get a feel for the volume of the player base, it was an immediate buy for me. My gaming sessions since have been largely composed of portraying and evading the iconic hockey-masked killer. Even when I tried out the similar title Dead by Daylight, I couldn’t but feel a preference to load up the former game. That being said, this criticism comes from the intention of further improving what I believe to be a thoroughly engrossing experience. So, to the subject at hand, I realize that this has been a topic of debate for some time now, but I’m going to throw my thoughts into the discussion in the hopes of contributing to a solution. Let me start with a brief anecdote of my experience with the issue: Having started as Tiffany Cox (not quite my main, but variety is the spice of life or, as I’m sure you’ll guess to be the impending case, death), I successfully hid from Jason (Part II) in a cabinet despite a high fear level (He cut the power!). Feeling pretty good about myself, I ventured out into the night and found the sabotaged power box. Upon taking a deep breath for confidence (Tiffany being the mechanical savant that she is), I set to work making the necessary repairs to restore power and---success! Continuing on my way, I came across the phone box and, not far away from that, the fuse! Wow (what was her luck stat again??)! All the while, I had managed to avoid further harassment from Jason. Making my way toward the phone box, however, my learning curve kicked in. I decided to look for traps near the objective. Sure enough, my investigation paid off! Now, I know what you’re thinking: “But Blackwater34, did you have a pocketknife that you could use to disarm the trap?” Sure did! But here’s the kicker: There were three traps all neatly arranged in proximity to the phone box and lovingly covered with fallen leaves to await the ankle of a frantic and unsuspecting counselor. What could I do? I wanted to keep my knife for when Jason inevitably showed up. I had to trip the traps one way or another (I mean, admittedly, I could have abandoned the objective, but…really?) and I DID have a med-spray with 2 charges (Gotta love that perk). Here goes! SNAP...spray…SNAP...spray…JASON MUSIC…Combo “Murdered” into submission. Now, from that story, you could probably identify my criticisms of the systems in play for Jason’s traps: 1. Having to use a vital inventory item to thwart a resource that, admittedly, isn’t quite as vital to Jason. 2. Having no recourse in a situation where an objective is positively inundated with traps (when executing certain stages of said objectives requires a decent amount of legwork on the part of the counselors). 3. Jason becoming alerted even when a trap is disarmed without the introduction of hapless ankles (admittedly this wasn’t in the story but this is what I understand to be the system in play). 4. Jason knows where these objectives are, so peppering one with traps is as quick as game-start-morph. So, at risk of being remiss in my criticism of the issue, I propose my solution: Let counselors disable Jason’s traps as with any other bear trap. I do not believe this would in any way mitigate the lethal nature of the resource save for the aversion of rendering objective locations absolutely inaccessible. They are already camouflaged decently well (in exterior environments) and are easy enough to overlook. If a counselor is cautious enough to check for them at vital locations, he or she should be rewarded for his or her better judgment with the opportunity to crouch (thereby avoiding a dead giveaway interaction icon for anybody just wandering about) and disarm them while, at the same time, remaining vulnerable to Jason in taking the time to do so (just as with the other traps). Well, my 2 cents become 20 bucks, but I think you get the idea. I would thoroughly enjoy constructively discussing this topic with anyone who has been likewise been affected by the issue or who is a genuine advocate of the mechanics in place. If you read this far, thanks for taking the time! If you’re looking for the tl;dr, scroll a bit more: tl;dr : Jason’s traps at times render objectives inaccessible to counselors despite the pocketknife disarm system. Possible solution: Allow counselors to disarm Jason’s traps in the same way they would any other bear trap.
Had an idea for how to balance the police a little bit: make a second spawn-in character in the form of the sheriff Mike Garris. Like Tommy, Mike's stats are all 10s and he spawns with a shotgun at one of the road entrances right when the police are called or shortly-there-after. The downside? The police escape will no longer be available if the Police Chief dies before the police get there, and the sheriff can't escape until he is the last one left.
I think that we should be able to see the phone on the map and have a phone in each area because now only Jason can see the phone and the power boxes which means he could cut the power and it would take restoring power and another 3-7 minutes aside from finding the phone box just to repair it by the time the police gets there the match is almost over