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Found 14 results

  1. I'am in no means an experienced player. I'am a level 50+ casual player that loves the game in the state it was when i first played it (november 17) and i still like it. But there are several people here, that have mastered the skills to be really good Jasons and or counselors. Some people here start the game and know after 20 minutes what has been patched and what is broken still or has been broken by the patch. These are important skills for a game and for ironing out bugs and glitches. Even though i know that it isn't easy to implement it - what do you think about the idea to help gunmedia/illfonic out and get the possibility to play a beta of the newest patched version so you can communicate with illfonic to tell them what needs to be done. In my opinion it would be a win-win situation for the players and the developers alike.
  2. Hello, i want to ask why you guys ruined the animations? You know walking animations or anything like this was soooooo smooth before! Or like water particles also get ruined, and many other visuals has broken. Also even weapon droping! like in beta. You downgrade it for some reason, and im sad about it. I'd like to see it back. Also would be cool if you add settings such as FoV slider. From your fan, bitsy, not a real surprice tho.
  3. First of all, I have to admit I love the concept of this game! But c´mon it´s not just the servers or the lack of content here. To be honest, it´s the overall package which makes you feel you just bought an Ubi Soft title. But don´t forget, at least they do look good! Yes, I am disappointed (for now) and it is always pretty difficult to recover after you left such a first impression imho. Pressure to publish... Indie studio whatsoever... I have to get back to the point where I just wonder why is it even possible to release such unfinished business?! Seriously it´s only possible in the video gaming industry. If you are providing a game which is not exactly content rich (only 1 game mode, where worst case you just sit and wait for 15 to 20min / 3maps and the same start/ending cutscene all over) at least you gotta make sure that the product works flawlessly. Specially when you put on such a price tag to it. So whats the excuse right now? With that kind of price tag on it, you have to be aware that ppl judge you due to that approach and that's just fair. I hoped that the devs (in general) learned from the 'no mans lie' incident but here is no lesson learned. For me it comes all down to the film reference when you go to the movies and half the background is still green screen and they say, it will all be fine when the DVD comes out in a couple of months. It doesn´t work like this and I am just fed up with this behavior. So far, in these rare moments when I finally got connected to the servers I experienced after waiting an average of 10 minutes to join a game, frustrating disconnects (specially when you play as Jason), annoying glitches and game breaking bugs (PS4). For my taste it is too little and left the impression of 'not delivered'! I will keep on playing and hope for the best, cause the basic idea had the potential to be a masterpiece, but I felt that needed to be said. So now the companies got our money, obviously more than expected because that was the official reason why servers are down, so show us what you can do with it! I am not hatin' and I am not angry. I am just very disappointed (for now).
  4. Sorry if someone already posted this. Did somebody know what abilities will have the counselors? any idea? As you can see, up and left, there is an icon that says Ability, what would be? Give ideas!
  5. I've been meaning to write up this post since the day the beta ended, though due to christmas and then school i really haven't had the time. Now luckily i saved a few things here and there regarding videos so i could refresh my memory and not come across as having my head completely up my ass. Anyways i had a few thoughts about the beta. Overall impressions from the get-go was from "get this on two platforms" to "i'll stick to steam kthx" and while there are bits and pieces of things that i'd like changed, most of it has been posted at some point around here, so i'l just stick to my "main" points and maybe incorporate some sub-points in there where applicable. SO without further ado, here's my list of shit that i hope gets changed before release (or else)™ JASON The basis of jason is very clear to everyone that are even halfway aware of the franchise. He's coming for you and he's going to kill you, that much is certain. If you escape it's just postponing the inevitable. However, in a game sense, the "postponing" part should be the escape part, not necessarily the in-game part unless there are certain criteria met (out of stamina, caught in the wild unaware etc). Now, jason has several things that can aid him in the quest for dead teens, but there are still things that should be overhauled in order to provide a more enjoyable experience for everyone. Sense Overview The idea of sense is solid,but as a game mechanic it completely breaks everything from the get-go. Not only was it on a low cooldown (i know this will be changed in the full game, but still) but it gave you the opportunity to see literally everything within a certain radius. And it was HUGE. The thrill of the hunt wasn't even present, because there was no "hunt". You just saw them. Part of the hunt in my opinion is finding your prey, not just seeing it there. Also from a gameplay perspective, there will be a huge majority that'll just stick around in an area they assume someone will be, pop sense, and if nothing move around a bit and pop sense again until prey is found, like a flight radar. Also, the aspect of escaping jason is completely bumfucked thanks to sense. As soon as i pop sense, a big red light will let me know exactly which cabin they are in. now you might say that the fact that i don't know WHERE makes it balanced, but the cabins themselves aren't big by any stretch of the imagination. Take for instance the higgins haven cabin. Once you go inside from the terrace, you have immediate vision of all 3 rooms on the ground floor. You also have time to check all the rooms, and since counselors aren't the smartest of the bunch they often leave the door open,so you know if someone has been there already. If the ground floor turns out to be empty, there's only one way to go. And that's 2 rooms and a closet. Does this take a bit of time? sure. But the payoff is that you immediately find someone. Even if you don't, you'll at worst have sense to see them running away and get an idea of where they're going, but more often than not, they'll jump out the window because the closet is useless (more on that later) So overall, sense is just absurdly broken. I know this isn't trying to be a super competitive MLG game, but there's a balance that needs to be upheld. Proposed changes First off, the sense needs to be rehauled. It still needs to lead to counselors, but it should by no means pinpoint their exact location. My first proposed change is this: Instead of sense lighting up where the counselors are, make it highlight a tracked path. See image for example There can either be footprints of a scent type thing going on, but either way it'll change the dynamic without messing with the trigger, namely fear. A strong fear will have a long lasting scent you can follow, or deeper footprints (when stressed you put more weight into steps for example...could be science i dunno), while a stealthy char will at best leave smaller, less discernable prints. It'll force the jason player to pay attention to his surroundings more. Maybe even have color coding for who you're chasing, so that eventually you'll be able to pick your target. At first the footprints will all have the same color, but as you attack and "learn" your prey, they will get a separate color so you can pick up the chase whenever you decide to do so. It has several uses if you spot a chad from a long distance with a shotgun, you can decide to not engage yet, or maybe take him out first. It makes the game more about stalking and killing, but hopefully there's some feedback on this post as well. Alternate solution if the above doesn't work out, how about instead of the lights and stuff, there's a ring on the map you can check? The higher the fear, the smaller the ring. You still have to FIND the counselor, but the area gets restricted. Sense will have a bigger mini map pop up so you can assure yourself you're inside that ring. It'll be a bit more intrusive HUD wise, but the payoff is a greater sense of hunting, which wins out for me personally. obviously. Either way, as the way things are right now, sense will be a game ruiner. It's just not fun to play with or against. Chase When spotted, you start running. Or trying to hide. Either way the problems that ocurr when this chase starts are numerous. You're basically on a doom timer. This is a good thing. The more the chase lasts, the more you as a human get tired and unable to think clearly. That much is fine. However, when jason can teleport right up to you, grab you and kill you in less than 3 seconds despite having ample distance, there is something wrong. Now, i never saw anything claiming that the grab/instant kill was intentional or not, but i REALLY hope it's not a thing that's going to stay there. Also, the music just kills any ambush opportunity. I was hiding by the barn in higgin's and the jason creeped up on me. The music was a dead, instant giveaway. While it sucks to die, it also took away the potential to be encouraged and applaud the fact that a jason snuck up on you. It's literally impossible when you decide to roll it like metal gear solid. it NEEDS to change in order to be useful. good music or not, the fact that it shows up when jason sees you instead of when the counselor knows he's there is wrong, wrong, WRONG. The Grab So jason got his hands on you, and there are now 3 things that can happen. You stab him with a pocket knife, you wiggle out or you get rekt. When jason has you, i was under the impression that you were given a brief moment to struggle and get away, but due to the previous (hopefully) bug, you just get fucked right there on the ground. Now this is a two pronged problem. For one, it just destroys any fun when you know that you die immediately when jason grabs you if you don't have a pocket knife. But the worst part is, jason won't get to use all the amazing enviromental kills that the devs themselves hyped up. I don't care about seeing them in an empty sandbox against an NPC counselor, the real thrill comes from pulling off that sick kill against a real, live opponent and maybe hearing the whining through the headset. Also the macros will be real if the "mash to survive" is still implemented by release. There is NOTHING stopping me from having a script tied to my "n" button and just hold it in for the maximum possible presses at any given moment to escape as soon as i can. exhaustion doesn't even come into it, it's just another button. Like opening a door. So what i propose instead is something like this: https://www.youtube.com/watch?v=VQ-DIVYu7-0 (Just watch the first 30 seconds, that's plenty) Now, the system in this particular game (dragon ball budokai 3) is a guess the button, but with a twist. To be more accurate, it works like this: Attacker has to win 3 rounds of this "minigame". Defender only needs to win 1. Attacker presses "square" to attack Defender anticipates square as well, and gets free and even counters. alternatively: Attacker presses square Defender guesses circle Attacker wins and starts hurting defender, building up to the ultimate. Repeats up to 2 more times. Also, keep in mind that once the attacker chooses a button (square) and wins with it, he can no longer choose the square as an attack. So there's now even higher odds for the defender to get away. Now, in the game, the damage the defender gets is calculated by how many times he loses this minigame. If the defender guesses the right button immediately, he takes NO damage, and counters the attacker, leaving the ATTACKER with less health (and wasted his energy required to pull off the move) If the defender guesses right the second time, they both reset. The defender gets away, nobody takes damage (but attacker still wasted ki) If the defender guesses right the third and final time, he takes a LITTLE bit of damage, but gets away and the fighters reset to a neutral stance. I feel like this could be modified in a few ways (make it a shorter process for one) to help friday the 13th becoming better in regards to the grab system. Using the system in the video it'd work something like this: Jason grabs counselor "minigame" starts Jason selects M1 Counselor guesses M2 repeat x2 times and jason now has "free reign" for a little bit to actually pick an execution instead of doing the same 4 ground executions over and over. Now this by itself solves the macro problem, because you can't just mash rock and think it helps you more than once, AT MOST if you're lucky. Now obviously this won't work if you straight out ripped the system from dragonball and implemented it in friday the 13th. You can't expect both of them to just stand there and have a minigame going on oblivious to the rest of the game, so the counselor would need to "trigger" the start of the minigame. Maybe with a smaller bar that you can fill, and then it starts off. If you win, you move on to the next "level" of it, if you lose, you have to fill it up again, with a bigger penalty the more jason wins. It also let's grab be a risk instead of the sure kill it is now (barring counselor interference). Converted into an example, it'd be something like this: Jason grabs counselor Counselor has to mash to fill up a small bar Jason gets a prompt to select his "attack" Counselor selects a counter button If counselor doesn't select the same as jason, he gets choked a bit harder, and has a bigger bar to fill up, or a small penalty before he can start struggling properly again. Repeats until esacpe or death. As for counselor benefits to escaping (other than being alive a bit longer) the counselor should be outright rewarded for being able to escape quickly in my opinion. So again following the system in the video: Defender gets it right in 1 try - Escapes and stuns jason, lowers fear momentarily and gives a boost of stamina (fills up alot, lasts longer for x amount of seconds) Defender gets it right on 2 - Escapes, minor stun to jason, small recovery for fear, minor recovery for stamina (adrenaline burst) Defender gets it right on 3 - Jason drops counselor, but is hurt in the process, now has 1 point of damage to him, no otherwise recovery and stamina bar takes a hit for x amount of minutes (can only fill up to say 80% maybe) Jason on the other hand: Attacker gets 1 - Counselor gets penalty to fill the bar in order to try again from the beginning Attacker gets 2 - Counselor gets a bigger penalty, has to start from the beginning Attacker gets 3 - Counselor almost passed out, requires help from others to escape This system would allow counselors to get a second chance at life, but also allows a jason player to (if lucky) be able to actually treat them like animals for a bit, and would allow a person to carry some guy from outside the higgins house to inside to stuff them in the fireplace if they want to, while stll preventing him from carrying them from one end of the map to another. Now obviously what i suggested above is just that, a suggestion. The third attack for jason is a potential for griefing if pulled off against the last remaining survivor, just being carried around for eternity unable to do anything. It's just spitballing. Maybe the third attack, when left to the last survivor, just gives a very big penalty instead for example. Or it changes depending on the character grabbed. Survivors I have less to say about the survivors, but i'll try to keep it shorter than jason, if nothing else because i've written a wall already (thanks for reading so far!) Stamina The stamina usage system as it is, is...flawed. Using stamina for running, sure. However i don't think it's fair to spend that much stamina for jogging alone. I get that it's realistic, but there comes a point where realism clashes with fun gameplay, and it's not always good. ARMA 3 is a good military sim, but even that has leeway with realism to provide fun gameplay. What i propose instead is to allow survivors more options regarding how to spend their stamina, namely what they can do when chased by jason (or do otherwise if they want to for some reason) Things like: Running through a door and slamming it shut behind you (creates a loud sound, still have to lock and barricade it manually) rummaging through desks faster (again, makes sound because you do it in a hurry) make the skill ring move faster (sound...alot of it) and more! The point is that you spend a chunk of stamina to do things faster, and the cost is less stamina and the heightened worry that jason is on to you due to the noise you make as a result. It's a risk vs reward. Do you do it slow and steady, or do you hurry the fuck up and risk jason finding you quicker, but now with less stamina? Also there should be a snack you can eat to increase stamina regeneration for a while. Just sayin'. Put some red bull in the camp i dunno. Repairing The phone needs more steps before it's fixed, or it needs decoy phones that are ruined. That's it. Any object you need to interact with to escape should either have decoys, or have more steps than 2. It just funnels the game into particular things, ignoring everything else but calling the cops, calling TommyJarvis and only caring about the car if someone else stumbled upon the pieces they need while finding the phone. It wasn't necessarily the case in the beta, but there's nothing preventing this from being the meta at release and for a long time, and by then people will get sick of it and leave. It's a multiplayer game and repetition is to be expected, but when you have all these choices to get out of there, why should there be a funnel like this? Hiding Hiding, just like in dead by daylight is useless. At BEST it buys you seconds. I say seconds because if you hide inside a closet, and jason shows up to rip apart every other closet and bed in the cabin, you're not further away from him. It's just, again, postponing the inevitable. I did not see a single juke created by utilizing the closets or beds while playing the beta, and sure players aren't good yet, but that's still a dynamic that worries me when hiding will actually be more prone to giving you away. I couldn't think of a single time where hiding would give me any advantage, since as soon as i left the closet, jason would at best see me popping out the window anyways, while he was busy ripping out the beds looking for me. I was tempted to try the second story closet by the window at higgins once, but because i knew it was nothing but a deathtrap, it's just wasted potential. It's the exact same issue dead by daylight has with the hiding spots. Most of the issues stem from the fact that you breathe like a dragon when hiding. ANd i get that fear is supposed to make you more stressed and give off more sound, but as it is right now it's nothing but a death trap. might as well hide inside an iron maiden and wait for jason to close it on you (haunting ground anyone?) I have no proposed fixes for this as i feel completely removing sound when entering or leaving or even staying inside it will solve anything, but i hope the devs will come up with something that works better than this, 'cause right now i don't see many people using it aside from streamers because "lolimhidingXD" (because that's funny for some reason) Finding survivors I'll be touching more on the map in general shortly, but one thing that bothers me constantly is the fact that every survivor is always aware of every other survivor. The walkietalkie is a great item until you look at the map for 3 seconds and then it basically doesn't matter because even though you cant hear them, there's nothing stopping you from just walking up to the dot at the map. The change i propose for this is simple. Make it so that every character, including jason, pop up as an icon on the map once close enough to be within hearing distance, but don't let the player know who it is. It creates tension, it creates a risk where you might want to interact with another survivor, but you don't know if you're walking straight into jason (see; map tagging) Again using higgins as an example, imagine going into the first floor, seeing some doors open already, and proceeding to search a bit at the first floor since some things are unopened and then hearing the creaks of foosteps upstairs. You can call out on the mic, but the other played can be a mute (jason or another player without a mic), So you have to decide to you run away and check from a distance or do you approach and risk suddenly being ambushed by jason? I'll put more into tagging underneath, but a safety measure to help not walking into jason all the time would be being able to tag who it is for x amount of time, so you'll know on the map until they either walk too far away or too much time passes without seeing them in person. Also you'll have another advantage in knowing that groups of 3 are most likely counselors. Probably. Or there's two of them dying and they need help. Common issues Now, i THINK i've covered atleast a LITTLE that's not been mentioned 1000 times already (stamina i'm sure has been a big thing, and sense, but hopefully not in the exact same way) There are still some general issues that plague both sides. The map Now, the map is a thing everyone has within their mind from what i gathered, it's not a physical object the counselors or jason carry with them. That's to be expected. The issue i have with it is how everyone knows where the cars are, and how jason automatically knows where everything is. Now this is mostly fine for jason, but for gameplays sake he should not be aware of where the functioning phone is. Jason is a good killer, and very creative at it, but is he really that smart to recall exactly which phone he fucked up just enough that it'd need fixing? adding the decoy phones would certainly give a seasoned killer atleast a little room for doubt? The cars have a similar reason. Within the game world, all 8 counselors couldn't possibly have driven around at the same time all day. Somebody could have moved the car, they don't all line up and drive behind eachother until one car is parked, then drive back just to make certain nobody goes off in less groups? Jason should be able to see a relevant object and tag it, or burn it into his memory if you will, on the map. So he still has to find the car and boat like everyone else. Static objects like power boxes and phones are on the map from the get-go, but he still won't know which phone works, so he has to go between them to find the right phone, then tag it with vision and from there it'll have a different color than the rest so you'll know it's the phone to look out for. The counselors however have their own separate maps, but can still tag them, either permamently or for a while based on a stat. This provides more options when cooperating. Maybe map remembering is basedon intelligence. A high intelligence character that has a car tagged will remember it for 10 minutes (admit it, you went into the kitchen and forgot why you were there atleast once, short term memory DOES happen) while chad is more busy worrying where the girls are at than where the car is parked, so he only remembers it for a minute at a time. Now they can refresh this for eachother constantly, so a chad can come up to an a.j, refresh his memory by interacting for a moment, and if a.j is running low on "time" for the tag, she can ask chad about it and then have a sort of symbiosis like that. If time runs out for both, best find someone that knows or recall where the car is yourself. unless it moved. Jason still has the advantage in these scenarios, after all he will remember it for the rest of the match, while the cooperation aspect between counselors are strenghtened. If they stick together because of memory, that's a win, since it naturally discourages running off on your own and dying in a random campsite. Music Touched briefly on earlier. The timing for when what music hits needs to be changed. Jason spotting someone should not be the prompt for starting chase music, it should be with the counselors locking on to him visually. The stealth aspect is completely lost as it is, but when the fucking violins pop off like an m16 everytime jason looks in the general direction of a fart, it just mocks it. The stalking nature of what jason is dissappears and is permamently ruined. Once the realization sets in that you CANNOT ambush someone properly because of music, then everything else falters. Hearing the crackling from the fireplace, the slow paced steps as you search a cabin, the soft creaks as you check for supplies just ruined because Niccolo Paganini rose from the grave, took 8 hits of speed and played until his fingers caught fire. All because jason was on the same continent. Phew, that was a handful to write. If you read it to the end, well done! thanks! I might update this later as i come up with something else but for right now i think i'll be heading off. Again, thanks for reading and i hope to recieve some constructive feedback on my..feedback. Also i posted it here under general feedback since the beta players were not under NDA, and i'd like to reach as big a crowd i can in the forum, but if it's wrong, give me a heads up.
  6. Ok so first i just want to say i am very impressed on the game based on the BETA and things that could happen i the future that could make the game even more enjoyable. THINGS I THINK SHOULD BE FIXED BASED ON BETA AND OVER ALL GAME: 1) when opening the doors I feel like it should be done faster when Jason is chasing you. I feel like there is no way a person would open a door slowly if Jason is hot on your tail. If a can bust through a window I should be able to bust through a door. Now i believe if you run to the door and immediately press "E" you can swing the door open but i mean even if your walking or jogging if Jason is chasing you your character still shouldn't slowly open the door. 2) when trying to defend your self against Jason , I think depending on the object the swing should be different. Ex: fire poker should have a faster swing and the bat should have a slower one depending on the characters. 3) it seems weird that there is a killer and they can't just ran away from camp because there are no gates or trees in the way so they could just leave as a group but I'm sure that is because of the movies. I don't mean that i want the counselors to be able to go to either end of the map and simple run away. I am saying that in my OPINION i don't think its realistic that they wouldn't run for it. 4) when running away from Jason I understand the tripping because they trip a lot in the movies lol but um when it comes to them running on the road I think there should be less tripping. 5) Jason should be able to break through the little fences when people are trying to loop him around. 6) the fireworks and flare gun didn't help in any game I played during the beta so I would like to know specificity what they are for and how they help. Also when setting off the fire crackers it goes right into animation. i feel like that animation should be faster. Like it should only take less than 5 secs to set off some firecrackers and then THROW them in the distance to distract Jason. 7) the car is SUPER. Sensitive it's like none of the counselors have driving license and wreck easily lol. I still think the driving should be some what difficult but a little more so. However , if there is a perk to drive better that's great too!:-) 8) hoping in the full game you can improve stamina and stealth with perks. meaning instead of 5/10 stamina for Kenny you can make it say 8/10 stamina. 9) I don't think you should be able to spectate Jason in private or public matches because if I am in private chat I could tell others where he is at OR help Jason in finding others. 10) when the counselors get super scared and the screen goes really dark is TERRIFYING!! Lol but I would like it if there could be a perk to were the screen is less dark. 11) Jason's sense and shift should be tweaked definitely. I think Jason should have a longer cool down time for sense or not be able to see the counselors glow in red. i feel as if Jason should only be able to see the house red and be able to see noise maker at a greater distance with sense. Not to found of the shift maybe Jason could just.... have a burst of speed or something like that. 12) It is nice to see more environmental kills but because counselors can easily get away when Jason is trying to find one make make the breakaway more longer for certain counselor characters with low strength. 13) Tommy doesn't seem much like a hero in the game. when i was lucky enough to get Tommy it felt like a was just as scared as the others even with a gun. i would also like to see maybe Tommy could pick up more ammo for his gun because it seems unlikely that hes an option to win the game but only comes with one shot. 14) hiding in this game is useless in some situations and not in others. For example, if jason was chasing someone else and i hid he did not worry about me but if i hid and he came in the house he could find me because of my breathing. i get that the counselors would be scared and hyper ventilate but maybe holding breathe longer ? NEW THINGS I PERSONALLY WOULD LIKE TO SEE: 1) I feel like there should be away for all the counselors to escape at once lol ummm might be stupid. But like they have to get gas, battery and maybe like a tire or two for a van and all escape at once. Of course the van should be more difficult to find meaning not marked on the map. And instead of one gas canister you have to find a big gas canisters the spawns randomly and there's only one. 2) Jason's mother Pamela as a playable killer. 3) more counselor characters added in dlc 4) maybe being able to get food or something to build stamina back up quicker or health. 5) added a new items to help like something other than health spray and stuff. 6) making repairing phone and car more difficult. 7) having the option in a private match to not have a time limit as well as no map.
  7. So, the beta ended. I was able to play a lot of games, even with the server issues, and I think I'm more than capable now to freely talk about what I like and what I don't like, and give feedback based on my experience. Sorry if something is badly written, English is not my mother tongue and I still have a few mistakes. First things first, I love the game. I can't explain how much I enjoyed the beta and I want to make that clear. Yeah, I'm going to criticize A LOT of things, but that doesn't mean I didn't enjoyed the experience. And you're going to notice that I'll talk about the BETA and not the GAME itself. Let's get started... CHARACTERS +Counselors +STATS -COMPOSURE: Reduces fear build-up and makes easier to escape from Jason's grab. Pretty self-explanatory. A good stat, but his secondary use was completely useless in the Beta. There's no way you can escape from Jason's grab if he doesn't lose time looking for an environmental kill, even with Jenny Myers (10 Composure). A "good" Jason will just grab you and instantly spam his Choke to kill you. -LUCK: Increases weapon durability and gives minor increases to many other stats. By far the worst stat in the Beta. It doesn't matter to increase weapon durability because we can't fight Jason in the Beta, it's impossible (and I will talk about it in the Gameplay section). About the minor increase to other stats, I can't really tell if that worked in the Beta because there's no way to notice them, and, if they worked as intended, they were RNG. In my opinion, RNG shouldn't exist in something so important in the game- -INTELLIGENCE: Increases repair effectiveness. Very useful stat. Makes repairing a lot faster and easier. The main problem with the stat is that there's only four things you can repair in the Beta (Gas, Battery, Phone and Electricity) and that there's no real drawback for low intelligence counselors for repairing. A 10 Intelligence counselor will repair something in 5-10 seconds and a low Intelligence one will do it in 15-20 seconds, so it's (almost) not a big deal. -SPEED: Increases overall top speed. Good stat. Simple. Working as intended. Useful. Moving on. -STAMINA: Increases overall stamina pool and reduces the stamina cost of actions. Hands down the BIGGEST PROBLEM of the counselors. Before the 25th Patch, every single counselor besides Vanessa and Tiffany had two choices: 1, walk all the way from one camp to another to save stamina so you can run if Jason appears, or 2, jog/run from one camp to another and lose all your stamina halfway. After the 25th Patch the problem was kinda solved, everyone could move from camp to camp and at least save half of their stamina, but now there's counselors with more Stat Points than others. Before the patch, everyone had 35 Stat Points. After the Patch, Vanessa and Tiffany have 32, Kenny has 36, and everyone else has 37. Even so, the Stamina System doesn't convince me in its actual state, neither as counselor nor Jason. I'll talk more about Stamina in the Gameplay section of the post. -STEALTH: Reduces the amount of noise generated and Jason's ability to sense. A good stat overall, but 80% useless because of Jason's Sense ability in its Beta state. With A.J. Mason or Tiffany, both 10 Stealth characters, sometimes you could evade Jason's Sense and sometimes you couldn't when crouching/walking/hiding, so I have to suppose that Stealth, Noise and Sense evade are RNG. I've tried a lot with different characters. I've evaded Jason with Vanessa hiding in a closet but he caught me when I was doing the same with A.J. . I sincerelly don't know how it works, so I'm going to blame RNG and Jason's Sense in its Beta state. Please I'd really appreciate if someone corrects me if I'm wrong. I'll edit the post ASAP. -STRENGTH: Increases weapon damage reduces the stamina cost of combat actions. Like I said when I talked about Composure, counselors couldn't fight Jason in the Beta, so I can't say if it' s good or bad. I guess it's good, but I couldn't test it in a 1v1 situation against Jason, because in the Beta that was instant death. +PERKS I'm not going to talk about every single perk like I did with Stats. I think most of them are good and some of them are completely useless. I'll group them in three: Stamina, Item and General perks. -STAMINA PERKS: Aquanaut, Marathon and Restful. Besides Aquanaut (which isn't useful in the Beta map), Marathon and Restful are extremely good because of the current state of the Stamina System and if it doesn't change they will be used together 100% when the game releases, restricting build variation and creating a Build Meta, which I personally think it's bad, at least so early in the game. -ITEM PERKS: Firecracker, Hypochondriac, Medic, Pyro and Slugger. Good perks but they depend in the item usefulness. I'll talk about items in the Item section. -GENERAL PERKS: Level Headed, Low Profile, Scout, Spatial Awareness and Thick Skinned. Good perks too, but I have to talk about three of them: -Low Profile: It's badly explained and creates confusion. The 50% chance of evading Jason's Sense only happens while crouched. -Scout: Could have some use if Jason could use bear traps like the counselors, but not in the Beta. -Spatial Awareness: Stumbling is not a big deal in the Beta. Doesn't briefly slow or stuns you so no one bothers about it. +Jason +ABILITIES -MORPH. Jason is slow and has to kill 7 people in a big map, so I think he really needs this. -RAGE. It states it heightens Jason's other abilities, but I don't really know how. I suppose its cooldowns, but I can't notice it. Bursting through walls and doors is really useful. -SHIFT. Jason's "Chase ability" and I'm not going to lie, I don't like it. It's difficult to control and it breaks Jason's immersion (in my case at least and in its actual state). You rely on this skill to catch people on the run and make a good grab or attack the moment you exit the Shift. I'll talk more about this in the Gameplay section. -SENSE. Jason's most unbalanced ability in the Beta. You sense people fear and noises around you, and I think Jason needs this to find counselors, but in the Beta you don't sense them. You basically see them marked in glowing red through everything. +DIFFERENT JASONS In the Beta, Part II and III Jason were kings because of their ability to "run". Part VII Jason is EXTREMELY slow and relies on Shift even more than the other two, making him the worst Jason in the Beta. ITEMS -Firecrackers: They're supposed to distract Jason, lure him and mask your own noises, but with Jason's Sense actual state, they doesn't have much use. -First Aid Spray: They're useful, but they could be even more if Jason attacks more than he grabs and/or if we could use it on other players and gain experience by healing them. -Car fixing items (Battery, Gas, Keys): Nothing to say here. -Walkie-Talkies: I think they're useful and they were kinda glitched in the Beta. I could hear other players from the other corner of the map because they had walkies but I didn't have one. I think there should be less of them too. -Bear Traps: Good and useful items but their usefulness is "capped". First, Jason can't use them, and I think it'd add more tension to the game and give the Scout perk some use. Counselors place them in front of locked doors and covering the whole entrance to the barn. There isn't a lot of strategic points to place them. -Pocket Knife: By far the best item in the Beta and the only real way to escape from Jason's grab in its actual state. -Weapons: There are several weapons counselors can use to fight Jason, but you can't fight Jason in the Beta. I think they're good, some weapons deal more damage than others and some have more stun chance than damage. GAMEPLAY The gameplay experience overall is decent, but lacks pressure and possibilities. I'll divide this section in three: Counselors, Jason and General. -Counselors We have a list of objectives to escape: Fix the blue car, Fix the yellow one, Call the police and Call Tommy. The cars were ultra glitched in the Beta, but I managed to escape twice, and the experience is good, a lot of teamplay. Police is by far the easiest, faster and safest way to escape in the Beta. The two final days of the Beta were basically everyone rushing the phone, looking the outside of the cabins for the generator and escaping, ending in a 5-10 minute game. I think this should be changed, because it isn't fun for Jason and even for the counselors. You just fix it, call the police, move to the north cabin and camp them until police arrives. When this happens, there's no reason to keep searching for items and exploring, just wait 5 minutes, stall Jason and run. Tommy Jarvis is listed as an objective to escape but it didn't felt like that in the Beta. Lore-wise, Jarvis comes to help the counselors and fight Jason, but in the game's actual state the Jarvis player joins and feels like it's another counselor with more stamina and a one bullet shotgun, because fighting Jason is impossible in the Beta. Also, his voice line doesn't help. He is supposed to fight Jason and insult/provoke him, but the moment he sees a dead body he's like "Oh my god! Jason is killing people!?" and you're like "NO SHIT SHERLOCK!?". Running from Jason is a game of jogging, crouching to recover some stamina, jog or sprint a bit again and dodge Shift+Grab combo. It isn't fun at all. You don't feel any pressure. Also, if Jason focuses you, it's IMPOSSIBLE to lose him, even with Vanessa. You can sprint the whole map from one corner to another but you'll never be able to lose him because of the actual state of Jason's Sense. Hiding. Like I said in the Stealth section, I feel like sometimes it was useful, and sometimes wasn't (which is good, but I think it has a big problem of RNG and Jason's Sense Beta State). Again, if someone can explain how Stealth and hiding exactly worked in the Beta, please enlighten me. Fightning Jason in the Beta was instant death. Counselors take AGES to swing their weapons and we can't almost control the direction of the swing, and while we are swinging, Jason just attacks or grabs us, stopping our animation and killing us if he grabbed. We have a combat stance, dodges and blocking. Swinging in combat stance is the same than doing it normally, or at least I can't notice any difference. Dodges felt clunky and were useless against Jason, I think because of hitbox issues. I think blocking was working as intended, but it was useless anyway. In the case you have a 1v1 situation against Jason without grabbing, block all you want, but you're gonna fall eventually because Jason swings instantly and without any recovery and you take ages to swing and recover. Also, if you're grabbed by Jason, it's IMPOSSIBLE for you to escape, even with 10 Composure counselors. Mash E all you want, the moment Jason hits the grab kill button you're instantly dead. Interaction with other players is almost non-existent. Besides working together to fix the car, there's no point in trying to help your teammates from Jason. The only way to stun Jason and save a grabbed teammate is that Jason loses time searching for an environmental kill, because if he decides to do the Choke Kill (for example) he activates his I-Frames and the kill animation instantly and you are either arriving or in the middle of the 21847198651 years you take to swing your weapon. Also, you can't heal injured teammates, only throw the healing spray to the ground, which I think it's silly. We have very few actions granting experience. The only ways counselors can gain experience in the Beta are: blocking a door, placing a bear trap, Jason stepping in the bear trap, fixing battery/gas/phone/generator and hitting Jason (I'm not including the experience from escaping). We need more ways to gain experience and ways to interact with other players, and this I think it's high priority. In-game voice comms are great, but it also has a problem: Trolls and open mic-people. In the Beta, we couldn't mute people in-game and I encountered a few trolls than annoyed me a lot (Music, screaming...) and people who doesn't know that there's an option called Push-to-Talk and I could hear their whole house. This shouldn't be a big problem in any other game, but in Friday the 13th The Game Jason is supposed to Sense noises, and voice comms are supposed to generate noise, resulting in Jason's attention. -Jason Jason gameplay experience is less complex than the counselors. Just chase and kill everybody. Let me clarify, that isn't bad, is what it should be, but in the Beta it felt kinda frustrating sometimes. First, after joining the game, you are FORCED to immediately Morph to the phone and guard the area until Morph is up again or you've scared nearby counselors, because if you don't, you'll probably have a 5-10 minute game. Chasing counselors isn't fun at all, especially with Part VII. There's NO WAY you can get to counselors without doing a Shift+Grab/Attack combo OR surprise them behind a a corner when they walk (and this doesn't happen often). Yeah you can eventually catch them if they are out of stamina, but when the jog-crouch-sprint was discovered, it was impossible (I'm talking about Part II and III, VII will never catch anyone even if out of stamina). When counselors are out of stamina, they tend to stumble, which I suppose it's some kind of punish for counselors and an advantage for Jason, which is good, but in the Beta stumbling didn't do anything. Didn't briefly slow nor stun the counselor, and if it does, it isn't noticeable for Jason and he can't take advantage from it. And, as Jason, seeing people jogging away from him like they're doing excercise instead of sprinting and screaming is silly. Like I said before, I don't like Shift, just because if I want to play a teleport+attack combo killer I'll play Dead By Daylight's Nurse, which is EXACTLY this. I want Jason to be unique, and every Jason to have his own playstyle, but in the actual state of the game Jason feels like the Nurse from Dead By Daylight. That's the harsh truth. Sense in its actual state isn't fun. Rather than use the ability and think "Where can they be?" it was like "Lets see where they are". I think I don't need to explain more. Environmental kills feel extremely situational and doesn't happen often. I've already said that counselors are unable to escape if they are grabbed, but that changes drastically when looking for environmental kills. You have almost NO TIME to search them before the counselor escapes, so if you don't happen to grab him just right to one, you are forced to immediately do a grab kill if you don't want him to escape. Also, in the case of the back-break one when you throw them to a cabin wall, you can't do it in any point of the wall, you need to search for a very specific point to perform it. -General Gameplay Procedural generation its just for items, generators and radio. The map itself is always the same, three camp hotspots with three cabins, the middle big house, the barn and the graveyard, always everything in the same place. Jason's shack and the cars always have two potential spawns, same for the radio and generators/phone. I feel like the cabins are always the same in the inside too. I'm not critizicing anything, just explaining how it is, and I will give my suggestions later. This kinda leads to the second topic. The forest feels empty. There's absolutely nothing you can do or interact with in the forest. Yeah, the forest is Jason's domain and you're kinda fucked if you stay in the woods, but I also think there's a lot of wasted space in there. Easter eggs are very good and add a lot of life to the game. I loved how the community were exploring every single corner of the map looking for ways to kill Jason, Pamela's shrine, her sweater, the graveyard. The more easter eggs, secrets and hidden mechanics in the game, the better. Jason player being chosen randomly I think it's a HUGE mistake. There are two "factions" in the game, Jason and the counselors. There's going to be people who likes to mainly play Jason (like me), people who likes to mainly play counselors, and people who likes to play both equally. With the actual system, you're basically forcing a counselor player to play as Jason or vice versa. In my case, for example, I've played around 60 games during the whole Beta test (sadly because I suffered the server issues more than others) and I've been able to play Jason only 10-15 of them. Don't misunderstand me, that doesn't mean I didn't enjoyed those games, but I personally prefer to play as Jason and I couldn't enjoy him as much as I wanted. Also, this could lead to problems with premades. I've played with a friend a lot and sometimes one of us was Jason and the other a counselor. We played fairly, we muted each other in discord. But other people may not be like that, and ruin the entire game for the counselors by giving Jason indications. SUGGESTIONS In this section I'll post my suggestions to improve the game based on my own experience from the Beta. +About fighting Jason and combat: - Add recovery time to Jason's attacks and grabs so he can't spam them and punish him if he fails, giving counselors a slight chance to fight back. - Speed up (maybe a 20%?) counselor's swing animation and grant us the ability to control the direction while swinging. - Reduce Jason's swing speed. +About counselor stats: - Stamina needs to be reworked or changed. I sincerely don't know how, but counselors besides Tiffany and Vanessa need at least more stamina. - Luck needs to be changed. +About Jason: - My biggest suggestion is to give every Jason a unique chase ability which isn't Shift. Maybe a charge or a weapon throw. - Zombie Jasons needs something to not completely rely on Shift. - "Human" Jasons should run at least like a counselor with 3 Speed, so he can perfectly chase people without stamina or jogging and doesn't rely on Shift for the entire chase. - Sense needs to be reworked so we only see sounds, not counselors in glowing red. Houses with sound inside could be marked as red like in the Beta. - Give Jason the ability to use bear traps like the counselors. +About Counselors: - We need more things to interact in the map to give experience. - We should be able to heal our teammates. - Stumbling when jogging/sprinting without stamina should briefly slow or stun the counselor. - Tommy Jarvis voice lines should be more aggresive towards Jason. He is supposed to fight him and he shouldn't be afraid of him. +About gameplay: - The buildings and the graveyard should be completely procedural, not the same buildings in the same places every game. Every building should be completely procedural in the inside. - Add one or two more cabins or a useful building to use some empty space in the forest. Maybe a nursery cabin? - Counselors shouldn't be able to see the map in the case it is 100% procedural. Add a new item "Map" to grant them that. - A couple new items to give some more variety. - Add a new item "Toolbox" which should be needed to fix the phone. I think this should be a good way to stop the "Rush Phone Meta". - Phone, Radio and Generators should potentially spawn in every cabin, not the same three every game. - Let us choose what we want to play before the game: Jason or Counselors. And that's all. I'll add more suggestions if I think new ones. I'm eager to see what do you guys think. We all want this game to be the best game possible, and we can help with our feedback.
  8. I personally wasn't part of the beta for long, just four hours on the last day. I did however, follow the game through multiple Twitch streams for a week and have quite a few things I'd like to see changed, added, or altered in some way. What I noticed most was that players who came from the game Dead by Daylight automatically assumed the character with the highest speed and stamina, Vanessa, was the best. The game needs more clarity on what every stat does, how they're useful, and their flaws. That way everyone knows how to adapt their own strategy and play style. Speed, Intelligence, and Stamina are the most obvious ones so people immediately stuck to them like glue. For example, what exactly is "Luck" doing to other stats, is it giving small checks once in a while to raise them by a small amount once in a while? Something else? This is what I'd first like to see changed. Some sort of place that explains everything well, or descriptions that are much less vague while not being wordy. There are many places that don't seem to make sense as actual barriers for Jason, though make sense in a 'game'. An example of what I mean are fences. Jason should be able to chop down a fence just like a door or wall (one/two attacks should do it), making it no longer an obstruction to his killing spree and removing some possibility for cheesy 'infinites' that people like to do. When a counselor dives through an open window that isn't broken, make there either be a chance or it be definite that the window will close, making it so they cannot immediately jump out of it or climb out of it again without either first reopening it or simply taking damage for breaking the glass. I don't think I've seen a horror movie where someone continues to jump in and out of the same window repeatedly. The ability for counselors to hold their breath while in water, ducking underneath and hiding from Jason's normal eyesight. It would add a bit more safety and strategy for counselors, and more reason to go into water other than to escape Jason because he's "not the water Jason". If The Police are called early in a match, and no one runs to them within 5 minutes of their arrival, they will leave. This would force counselors who missed their chance at freedom from Jason's wrath to find an alternative route. Additionally, because of this change, The Police would be able to be called a second time if they already have left. The second time would not have a time limit before they leave. They've got more important things to do than be pranked by some kids claiming to have seen a mythical camp murderer. Now for real suggestions that aren't just basic gameplay changes. Creative changes. I'd like to see in the "Grab kills" selection for Jason the ability to also choose your held weapon, and unlock new ones for that Jason variation through points. By doing this, you add a little bit more variety to each match in the same way Survivors getting different clothes will bring. Additionally I'd like to see weapon grab kills that are unlocked on one weapon, unlocked on every Jason that has that weapon. Jason X. I would LOVE to see Jason X at some point in this game's life time. Whether it be DLC later or simply put into the final product this following year, I want to see Space Jason in action. The ability to go in without a preselected weapon as Jason and improvise with what's around you. From the weapons in the camp, to the nearby Stop Sign. Jason's pretty good at killing people with everything. A personal goal for every Counselor. Completing the goal would grant extra experience whether they survive or not. Think of it like a quest. Say you play as a more intelligent counselor, your goal could possibly be something along the lines of "Repair three power boxes by the end of the match." Nothing too difficult, but something that you'd need to go out of your way to complete. This could go even beyond just singular counselors and be as simple as a daily quest system. It'd add a little more challenge to the already difficult life of a counselor, as well as give people a reason to get on each day and play for a bit. Could even affect Jason as well. A Jason variant that relies on stealth rather than speed. One that does lots of damage and has mostly close quarters grab kills, but is slow and doesn't immediately reveal his presence to counselors who happen to be near him until it's just a little too late. That's all I've got for now, but I'll be keeping up to date on the game and it's development. Had I known about this during the Kickstarter, I would have happily helped out back then.
  9. I figure it's best suited for them to be able to see a compiled list of everyone's suggestions, including my own and friends from 10 or so hours of play. So if you want to add your suggestion, and it's not already in the OP, just put it in this thread and I'll add it. Suggestions from the Community: 1. Private Game options/settings customization. Include adjustable stats for Jason and the players, abilities on or off, match time limits, victory conditions on or off, perks on or off, adjustable handicaps, so on and so forth. Let us create our own custom experience in Private matches. 2. Improve hiding/stealth, and enable more ways to avoid "Sense", such as crouching and stealth being overall more useful, therefor allowing the player to avoid continuous encounters with Jason if you manage to get away. 3. Camera work needs improving, too wonky/finicky, indoors especially. 4. Too easy for Jason to catch up to you using Teleport and Shift, perhaps increase cool down, and with the right hide mechanics could help balance it. 5. Jason's kill prompts come up too quickly/easily, perhaps a quicktime prompt battle between Jason and the Counselor trying to break free to decide if the Counselor gets free or if Jason kills them? 6. Visual indicator on who is talking. 7. Stamina is currently the most useful skill in the game by far, it's essentially your life meter, so perhaps a retooling of character speeds and making the other skills more prominent? 8. Avoid possible scenarios where a Counselor can simply circle a car to avoid Jason. 9. Calling the Police is arguably easier than getting the car parts, so perhaps some retooling and balancing on victory conditions and how they are obtained? Have the Police as NPCs at the exit, where Jason can take the time to kill them, thus making it a gamble of time spent for both sides? 10. Vote to kick feature(excluding Jason), to eliminate potential trolling and griefing. 11. Add Tutorials for different aspects of the game that aren't as obvious. 12. Remove or change the VHS static/distortion effect from Shift to something that doesn't hinder the Counselor's as much, when they are already greatly struggling. 13. Bots fill empty slots, at least in Private Games with friends. This will enable a more balanced play where you don't need 8 people to truly stand a chance. 14. Possible alternative win condition option for the last Counselor alive, a boat escape, taking down Jason, have this be where the Police come in, or something else entirely? 15. No friendly fire option, at least in Private Games. 16. Each Counselor can only be selected by 1 person (possible alternate mode). 17. Add text chat to the game, as not everyone has a mic, and a good chunk who do will likely use other programs to speak outside of the game with friends. 18. Allow the map to be opened while moving, or possibly implement a double tap of a button to enlarge the mini-map for better mobility and navigation while on the run.
  10. Please note that my suggestions are all from a counselor perspective as I have yet to play Jason during any sessions. The stamina system needs a complete overhaul. As it stands, stamina runs out way too fast and recovers at a snail's pace. I played the middle-of-the-road-stats guy during most of my sessions and my stamina would drain to nothing just trying to get from point A to point B. I still don't understand why it drains from normal movement. Sprinting should be the only thing that drains that meter. Furthermore, why does it recover so unbelievably slowly? I shouldn't be waiting minutes to be able to sprint for seconds. That just makes no sense. If I'm not moving, I'm not actually playing, am I? Savvy players are going to pick the athletic girl out of the sheer frustration of using anyone else. Potential solutions: - Keep the stamina drain rates as they are, but boost stamina recovery way, WAY higher. As in that meter shouldn't take more than 10 seconds to fill up. - Eliminate stamina entirely. I know that's going to seem unfair to Jason players, but considering how his short-range teleport practically turns him into Nightcrawler by the end of the match, it's not really that unbalanced. - Counselors can get stronger during the match the same way Jason does. Remember Metal Gear Solid 2 where you could increase Snake's ability to hold onto ledges by training him? Why not have the stamina drain slow/recovery rate increase the longer a match goes on for counselors? Eliminate being seen/heard if you're in hiding. I'm aware you couldn't originally be seen in gameplay videos and people starting making comments about it, but really...why even bother hiding if Jason can see you? I know you put a lot of thought into the hiding system, but it's pretty much a free kill for him at this point if you even try. Nerf Jason's short range teleport. As mentioned in the stamina section, by the end of the match, Jason is teleporting like crazy. I realize what this is supposed to invoke. This is the idea of the horror movie monster showing up around any corner, but as it stands, he can just teleport right up next to you over and over and over again. Potential solutions: - The short range teleport needs to have a high cooldown even at endgame. Give the counselor a chance to get away. - The short range teleport shouldn't be able to work period unless the teleport puts him somewhere he can't be seen, like behind a tree or wall. Not everyone uses microphones/People are going to use Teamspeak. The communication system reeks of closed circle game design. What I mean by that is that you designed the game based on your ideal of how it should be played, not the reality of how players are actually going to play it. There are going to be plenty of players who don’t use microphones at all with their headsets. There’s no way for them to communicate with the rest of the group. And that’s not getting into the people who do have microphones, but aren’t going to play by the rules you laid out. I bet the walkie-talkies looked great on paper. But people playing in a group are going to use programs like Teamspeak, Discord, Skype, etc. They’re not going to engage the game the way you want them to. Potential solutions: - Add a text chat to the game. This might seem unbalanced, but it’s really not. People who have to stop to type aren’t moving or doing anything else. It would make them sitting ducks for Jason if they do it when he’s around. - Add vocal commands that can either be manually selected or activate automatically in certain contexts. For a great example of this, play some Overwatch. Not only can you manually select things like “group up” or “I need healing”, characters should “behind you!” all on their own. AND they have text chat on top of it. The best of all possible worlds, really. Implement a Vote-To-Kick Function (with Jason being excluded). This is more of a "easily foreseeable" issue, but you are going to have trolls who will intentionally shoot teammates, set off noise makers, mess with doors/windows/traps or generally lead Jason straight to the other counselors. There needs to be a way to boot those kinds of troublemakers so the rest of the group doesn't get frustrated with the game instead. Turn off the friendly fire. The last few times I've played, when a gun was found, people shot other survivors...on purpose! And the police exit was open. Nobody was fighting over who got to use the car or anything. They were just being trolls. I realize you intended there to be a little backstabbing among the counselors, but please reconsider this. This is just inviting trolling. The VHS distortion has got to go, regardless of any other changes. No if’s, and’s or but’s. I cannot understand why this is in the game at all. To hide Jason’s he-shouldn’t-be-teleporting-right-up-to-you-anyway effect? I’ve died in this game not because I played poorly, not because the other player outsmarted me, but because YOU KEEP BLINDING ME. Tutorials, Tutorials, Tutorials. There’s far too little explanation as to what does what in the game. The How to Play is a good start, but I encouraged a friend to preorder, he looked through that stuff and I still had to explain how to play the game to him. That’s not even getting into the multiple times people find flare guns and then instantly use them inside cabins just to see what they’d do. This isn’t a rogue-like. I realize that we live in an age where instruction manuals have gone the way of the Dodo, but expecting people to just figure things out without a single player mode (for counselors) or in the middle of a match where making a fatal mistake removes you from play for possibly 10 minutes or more is asking for rage -> refund. Backfill empty slots with bots. Right now, the game starts when you have five people. It ends up being a slaughter. Also, if someone leaves the match, their spot should be taken over by a bot to keep the total number of players consistent. Hell, I’d love to see like two police bots roaming the map if the cops show up. Jason can kill them, but they can shoot back and also run interference for counselors trying to get out. The last survivor needs to still be able to win (other than by running out the clock). By the end of the game, Jason's an unstoppable monster and the last counselor is pretty much a sitting duck if they've been found. Their stamina is drained out, Jason is teleporting all over the place and at that point, there's little else to do than just give up or leave the match. Why? Because while horror is great in films, in a video game you must absolutely avoid the feeling of hopelessness. People can handle defeat if they've been outfoxed. They can handle defeat if they screw up. But if the game is unwinnable seemingly by design? Then there's little reason to keep playing. *** Don't get me wrong, I'm still having a lot of fun playing the game (when the matchmaking lets me) but these issues put some noticeable dings in an otherwise great idea.
  11. Aight. I've been playing the game the whole day and I think I can start giving my thoughts about it. First things first. The game is super fun. I've escaped, I've died and I've destroyed 7/7 counsellors, never got tired of anything. Now, thoughts and suggestions. 1.- Jason Part VII is a god damn SLUG. Not something bad, I like the way he's intended to be played, but right now it's the worst of the three Jasons. You don't kite him, you just run away from him. Yeah he can shift and hit/grab, but if he fails (which is easily avoidable) they run away. I think he needs another mechanic/skill. I've thought about a "Obsession" like DbD but kinda different, like locking on just one counsellor you're chasing so he "chills" or whatever and he runs slower, or drain his stamina faster. I don't have anything bad to say about the other two. They're fine. You can kite them, but they can get to you eventually. Being said, he's really fast underwater, but in this map people don't use to swim. Hopefully he's better in maps with more water. 2.- Grab Kills and Grab Escapes. Let's talk about kills first. I've noticed that if you're not in a "right" spot, you can't execute Grab Kills. For example, I grab stupid Chad 20 cm near a cabin wall, facing it. I can't perform the axe "balls crusher" (Don't remember his name atm) if I don't move to a plain terrain. Seems legit, you wanna crush his balls, throw him to the ground, you have a wall in front of you, asshole, BUT, I can't even do the "Choke" one if I don't move to the center of the cabin. Like, wtf? Now, Grab Escapes. Let's be honest, if you don't have a pocket knife. they're useless. Every Jason with some brain will just smash buttons to instantly kill you. I think that's not fair, and I want to suggest a possible solution: Make Grab Kills to be "casted" instead of being instant. Make the Grab Escape smashing be useful and slow the cast a bit. That way, I think if you're alone, you're going to die if you have low Composure, probably even if you have it 10/10 like Jenny Myers, but if you have homies, they can hit Jason and save you. 3.- Environmental Kills. I really like them, but I really hate how they work right know. Let's imagine I grabbed stupid Chad and I'm facing an exterior wall. I wan't to throw him to the wall and crush his back. To do so, I need to go to the EXACT middle spot of the wall to succesfully perform it, I can't use the whole wall. Just the exact spot. I'd like to talk about other evironmental kills, but I couldn't try different ones. I hope I can be able to do so soon. 4.- Stamina. What can I say. Vanessa is a goddess. I think she's the most played at the moment because of the stamina (also the speed, but come on, stamina). I like how it's intended to work and it's fun and adds intensity to the game, but it also makes it kinda frustrating if you don't have a high stamina character. Let's face it, right now imagine I want to play Jenny Myers. I'm in the bottom left cabins and I want to cross the bridge and get to the big house in the middle of the map. I have two options. 1: Walk all the way and waste 5 minutes to arrive so I don't spend stamina. 2: Run to the house and get exhausted already in the middle of the bridge. It's kinda frustrating. Nerfing Vanessa is a bad decision in my opinion, she's the athletic girl, it's supposed to be like that, so here's my suggestion: Make stamina decrease ONLY when Jason spots you (when the music starts). Maybe increase the base amount would help too, I'm not 100% sure about it. 5.- Stealth and Hiding. Useless. I don't even bother to hide if I'm being chased because he's gonna find me right away. And trust me I've tried with every character I had unlocked, even high Stealth ones. With Vanessa for example I moan like a pig and he finds me really easily. With Jenny the best scenario I had was hiding under a bedroom with a lot of beds, holded my breath and when he hitted the wrong bed I used his weapon-stuck animation to run away (which is kinda useless too, and that's my next topic). 6.- Running away from Jason. I usually play Vanessa and I'm going to tell my experience with her. I've managed to lose Jason a lot of times, but it's really, REALLY difficult. I'm talking about Part II and III, VII is a lot easier. If I manage to make some distance, he immediately senses and shifts near me. I kite the shift-hit-grab (which is easy), and run away. Seconds later, the same proccess. Over a over again, until I run out of stamina, and eventually catches me. 6-7 minutes kiting Jason is my record. Sincerelly, I don't even know a possible solution for this. But the thing is, you can't (almost) never lose Jason if he's focusing you alone. 7.- Escape routes. There's three escape routes for the beta map, Whatever Haven (Higgin's?): Police, 4-Man car and 2-Man car. I won't mention Jarvis because I think it's a bonus objective and not a escape route. I've played around 30 games and I've only managed to escape using the police. I got close to the car escape but Jason killed me (last survivor, the car was fixed and I had the keys). Like in my last topic, I don't know a way to balance this, 'cause if you buff or nerf them, they can break the game entirely. Maybe it's a newbie issue. Beta day 1, nobody knows potential spawn places, everyone plays like a headless chicken. I just want to notify: Police is the easiest, faster and most secure way to escape RIGHT NOW (DAY 1 BETA). Maybe tomorrow or in two days, or in release, when people (me included) knows how to play effectively, this changes. I'm eager to see your opinions.
  12. Ladies and gents, it is almost time https://twitter.com/Friday13thGame/status/811069119034441728 Roughly one more hour and we're on!
  13. Hi everyone, the beta will be open to the public tomorrow for who ever pre-ordered the game. You get to play for 5 days straight, they extended a day to compensate for F&F players but it counts for Pre-ordered people too(People who brought the game after the raising was finished). I don't have many people on my steam to play the game with. So I'm making this thread for me and anyone else who else looking for a set group of people to play with. I know people are on discord and will do groupings but it will be good to have your own set of people. To do private matches with and parties with as well. So to start things off, my Steam name is Krilt. I prefer counselors, and my main is Jenny Myers and my 2 other choices are Preppy guy and Jock (who is not in the game yet till full release). So, go ahead and friend me now if you'd like, I think tactfully and take things one step at a time when I'm going to play. Trust me I can get scared and will run-away quickly, I will save other counselors if they get stuck in a choke hold when I have a weapon at hand. (I know it sounds like I played the game already but I haven't, listening to the forums and ign's gameplay videos really help, lol.)
  14. Hey I mean to read that the Beta will durate until release. Will that change? What does Familie and Friends Beta mean?
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