Jump to content

Search the Community

Showing results for tags 'idea'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Forum Information
    • Friday the 13th: The Game News
    • Rules & Regulations
    • Introduce Yourself!
  • Friday the 13th: The Game
    • About Friday the 13th: The Game
    • Friday the 13th: The Game -- Patch Notes
    • Friday the 13th: The Game General Discussion
    • Friday the 13th: The Game -- Suggestions/Feedback
    • Friday The 13th: The Game Bug Reporting
  • Community Events
    • Official Contests/In-Game Challenges
    • Player-Run Challenges
  • General
    • Off Topic
    • All Things Horror
    • Other Games Discussion

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 41 results

  1. I figured I'd just consolidate my ideas and feedback into a single thread. I'll just add to it if something pops in my head. Thanks for dropping in for a read. Revamping Counselor Statistics: Composure – stoicism and resolve; ability to resist fear and think clearly under pressure 1. Determines Fear accumulation/reduction rate. Higher score = slower Fear gain, faster Fear reduction. 2. Higher score equates to greater Fear pool. (Can absorb more before moving to next Fear level) 3. Inverse of score determines stumble/mumble chance. “10” = 3% +1% for each fear level gained. “9” = 5% +1% for each fear level gained. “8” = 8% +1% for each fear level gained. Et cetera. Inverse of the score also determines if the stumble actually becomes a fall to the ground. “10” score = 3% +1% for each fear level gained stumble chance and the same odds (second RNG event) that it becomes a fall down rather than a stumble. Stumble/mumble chance should be determined once every 20 seconds of jogging, sprinting, or remaining in a hiding spot. 4. Higher score speeds up the time make calls for Tommy and the Police. Increases call speed by +2% for each point of Composure (max 20% of course). 5. Passive Sense avoidance chance equal to the Composure score. Athleticism – raw athletic potential/capability; ties partially into overall physical strength 1. Higher score determines swim, jog, and run top speeds. +2% bonus for each point in the score. 2. Higher score determines dodge speed in combat stance. +2% bonus for each point in the score. 3. Higher score determines how fast a counselor recovers from the prone position (i.e. jumping through a window or getting up from a stumble fall). Recovery speed is boosted by 1% per point in Athleticism. 4. Higher score impacts melee weapon speed. +2% speed boost for each point in the score. 5. Higher scores boosts how fast a counselor climbs through a window or barricades a door. +1% speed boost for each point in the score. 6. **The combination of Athleticism and Conditioning determine the base melee damage dealt by the counselor and the % stun chance bonus for melee weapons. If a counselor, say Kenny, has a 5 in each score. He would have a combined value of 10/2 = 5 for determining melee damage. However damage is determined by the Devs???. Kenny would also have a default +5% stun chance using all melee weapons. If Bugz had values of 8 and 10, he would have a value of 18/2 = 9 for determining damage and a default bonus of +9% stun chance. Lastly, the counselor would have a % bonus to break-free from Jason’s grab equal to their combined Athleticism and Condition statistics, minus 2% for each fear level currently experienced. Using Kenny one more time as an example, he would have a 10% bonus to breaking free of Jason’s grab at 0 Fear, but would incur a -2% penalty to this passive bonus for each level of Fear he gains. Conditioning – endurance and recovery; ties partially into overall physical strength 1. Determines Stamina pool size. 2. Determines how fast Stamina is used and regenerates. 3. Determines how much damage is reduced by blocking in combat stance. +2% per point in the score. 4. Determines how much Stamina is recovered by stunning Jason, crawling through a window, breaking free of a grab, and resting in a hiding spot. 5. Inverse of score determines speed penalty. “10” = 2% speed penalty for crouching, jogging, sprinting, crawling through windows, etc. “9” = 4% penalty. “8” =6% penalty. Et cetera. Determines how fast a counselor can move when carrying the battery or gas can. 6.**The combination of Athleticism and Conditioning determine the base melee damage dealt by the counselor and the % stun chance bonus for melee weapons. If a counselor, say Kenny, has a 5 in each score. He would have a combined value of 10/2 = 5 for determining melee damage. However damage is determined by the Devs. Kenny would also have a default +5% stun chance using all melee weapons. If Bugz had values of 8 and 10, he would have a value of 18/2 = 9 for determining damage and a default bonus of +9% stun chance. Lastly, the counselor would have a % bonus to break-free from Jason’s grab equal to their combined Athleticism and Condition statistics, minus 2% for each fear level currently experienced. Using Kenny one more time as an example, he would have a 10% bonus to breaking free of Jason’s grab at 0 Fear, but would incur a -2% penalty to this passive bonus for each level of Fear he gains. Any half increments for determining strength/stun chance would be rounded up. Acumen – critical thinking (good judgement) and quick decision making 1. Determines the number of “pie slices” in the repair quick time event (QTE). 2. Determines the size of the “pie slices” in the repair QTE. 3. Determines the speed of the dial progress for a repair QTE. 4. Increases the speed to disarm Jason’s traps. Perhaps a 2% speed increase for every point in Acumen. 5. Increases the “break free” duration/difficulty of setting a counselor bear trap for Jason. +2% difficulty for each point of the Acumen score. 6. Increases the utility of melee weapons (knowing how to get more uses out of them). +3% bonus chance (per successful hit) the weapon does not break when out of durability for each point of Acumen. As an example, Deborah with Acumen 10 would have a 30% chance her melee weapon doesn’t break when its durability reaches 0. Stealth – the ability to reduce detection and go unnoticed 1. Determines the size and detectable range of sound pings. Detectable range of pings is reduced by 3% per point in the Stealth score. Size of the detectable pings is reduced by 2% per point of the Stealth score. 2. Reduces the in-game audio noise generated by the counselor (opening/closing drawers, doors, entering and exiting hidings spots, etc.) by 2% per point of Stealth. % chance equal to Stealth score certain actions will be completely silent (climbing through a window, opening/closing window or door, enter/exit a hiding spot, repair failures, stumbling/recovering from a jump-through-window.) 3. Each point in stealth improves crouching movement speed by 2%. A.J. with Stealth 10 would have her sound ping detection radius reduced by 30%, and the size of the pings reduced by 20%. Her in-game audio noise cues would have their volume reduced by 20% AND she would have a 10% chance (RNG) to make ZERO noise when completing certain actions. A.J. would also have her crouch speed increased by 20%. EXAMPLE:Grants a % chance equal to the Stealth score certain actions will be completely silent. A) Entering a window, Entering/Exiting a hiding spot, stepping in one of Jason’s traps, or failing a repair QTE. Counselors would have a total of 25 statistic points and counselor creation would follow a few simple rules. 1. No counselor (except heroes like Tommy) could have more than one stat with a value of 9-10. 2. No counselor could have more than one stat with a value of 7-8. 3. No counselor could have more than one stat with a value of 1. EXAMPLE Conversion of A.J. to new format: 6 Acumen: 2 Athleticism: 4 Composure: 3 Conditioning: 10 Stealth: So what does this mean for A.J. with her new stats based on the example? 1. 12% speed bonus to disarming Jason’s traps. 12% chance her weapon does not break when it reaches 0 durability, allowing her an additional usage of the weapon. 2. Sound ping detection radius is reduced by 30%. Size of the pings produced is reduced by 20%. In-game audio noise for actions will be reduced by 20% for proximity detection. Finally, there would be a 10% chance (per instance) that entering/exiting a window, entering/exiting a hiding spot, stepping in Jason’s traps, and failing a QTE repair check will be completely silent (non-detectable by sound or notification to Jason). 3. 6% of Jason’s melee attack damage would be blocked when using the block function. 16% speed penalty when carrying a gas can or battery. 4. Swim, crouch, and run top speeds gain a 4% bonus. 4% bonus to dodge speed while in combat stance. Climbs through windows, barricades doors, and recovers from the prone 2% faster. 5. 20% chance to stumble/mumble +1% per fear level gained past 0 fear. 20% chance that a stumble instead become as fall. 6. Speed for calling Tommy or Police is increased by 8%. 7. Passive Sense avoidance chances of 4% is always active. 8. A.J. would have a 5% stun chance bonus with all melee weapons and a 5% bonus to break-free attempts from Jason’s grab. Her effective strength score would be equal to her Athleticism and Conditioning (2+3) divided by 2 = 2.5(rounded up to 3). 3 would determine her base melee damage (Strength 3 as we know it currently). Counselors should also each have a specific unique trait that differentiates them from the playstyle and theme of other counselors. Here are a few ideas that might work: Unique Counselor Traits to go with re-vamped statistics: Adam Trait: Gearhead; if it has an engine, Adam can make it purr. · Vehicle start time is reduced by 20%. A.J. Trait: Wallflower; A.J. is an outsider and knows a lot about getting around un-noticed. · +10% movement speed when crouching. +10% stamina regeneration when alone (nobody with 30m) Brandon Trait: MVP; Brandon is a star player. Respect the Champ! · +10% melee damage. Can block Jason’s grab while in combat stance Chad Trait: Egotistical; Chad is special. You are not. That’s why Chad is rich. · +10% to all movement speeds when Jason is close AND other counselors are close (within 30m). Vehicles move 10% faster when Chad is a passenger. Deborah Trait: Quick Study; Deborah learns how things work quickly. · +10% speed boost to all non-movement actions Deborah has already done once before during the match. Eric Trait: Natural 20; Eric has faced the worst role-playing games have to offer. His lucky D20 will see him through. · Eric will automatically succeed at the first repair QTE each match. Jason will receive a sound notification (as applicable) 10 seconds after the repair has been completed. Fox Trait: Sassy; Fox isn’t afraid to get in anyone’s face. · Pocket Knife stun duration is increased by +20%. 10% chance to start match with a pocket knife. Jenny Trait: Final Girl; She is a natural survivor, even if she doesn’t realize it. · +10% sense avoidance chance when Jason has Rage. 30% chance that retrieving Pamela’s sweater from Jason’s shack does not notify Jason without his mask. Kenny Trait: Pragmatic; Kenny knows how to utilize what he has to maximum effect. · 5% chance to gain a second use out of a one-time use consumable item (shotgun, flare gun, firecrackers, med spray, etc.) Mitch Trait: Stoned; the drugs and music expand the mind dude… · +10% fear resistance. +10% chance to detect Jason in Stalk when within 10m. Tiffany Trait: Popular; Tiffany is popular for her good looks and outgoing personality. People want to be around her. · +20% fear resistance if Tiffany is not alone. This applies to her and all counselors within 10m. Vanessa Trait: Gym Rat; Vanessa takes working out seriously. It pays off. · Sprint speed increased by +10% when at maximum fear. Stamina depletion reduced by 30% when swimming. I guess then all we need is a revamped perk system, but I would recommend that no perk offers a bonus greater than 20% or has a penalty greater than 10%. Perks should make meaningful adjustments to the counselors and stack with their existing strengths. EDIT: A few unique one-use items for each counselor to start with. Unique Counselor Items – One time use/non-droppable A.J. Elastic Bracelet: The first time A.J. is grabbed by Jason, A.J. won’t drop her carried item. Adam Screwdriver: If Adam installs the car batter or boat propeller, he gives the vehicle a quick tune-up. The vehicle’s start time is reduced 5% for all counselors. Brandon Championship Ring: The first time Brandon hits Jason and breaks a counselor free from his grab, Jason’s stun time is increased by 25%. Chad Money Clip: The first melee or knife attack that hits Chad ignores all damage. Deborah Chemistry Book: The first flare gun or firecracker used by Deborah will put all his abilities on cooldown for 10 seconds in addition to the normal stun effect. Fox Flask: The first time Fox runs out of Stamina, she will regain 25% of her maximum Stamina. Jenny Family Picture: The first time Jenny reaches maximum Fear, her Fear level will be reduced by 25%. Kenny Padlock: The first door that Kenny barricades or locks has its hit points tripled. Door cannot be unlocked again. Mitch Rolling Papers: Mitch will not cry out, regardless of Fear level, the first time he is in a cabin when the power is cut. Tiffany Hairspray: The first time Tiffany is pulled from a vehicle, she will automatically break free of Jason’s grab. Vanessa Granola Bar: The first time Vanessa is reduced to limping, will be healed 25% of her maximum health. Balancing Jason v. Counselors To balance Jason, we need to establish a couple key baselines related to speed. Let’s take a minute to look establish basic movement speeds. It appears the Devs are using metric units of measure so I will do likewise. Base Counselor Crouch Speed 1 meter per second (m/s) Base Counselor Speed (walking/limping) 1 m/s Base Counselor Jog 3 m/s Base Counselor Sprint 9 m/s Base Counselor Swim 2 m/s Base Counselor Fast Swim 3 m/s All of these basic speeds are unmodified bases assuming a stat score of “0”. Individual counselor stats would modify the baseline. EXAMPLE: AJ’s base speed would be 1.04 m/s after adjusting the baseline for her Athleticism statistic. Her Jog would be 3.12 m/s, and her sprint would be 9.36 m/s. Any penalties to her speed would be assessed AFTER calculating what her base stat bonus would be after being modified by her ability score. So simply put, if her Jog Speed were penalized (such as carrying a gas can), the 3.12 m/s value would be penalized; not the unmodified baseline shared by ALL counselors. In all instances, a penalty would always be applied AFTER bonuses, regardless of the source (stats, traits, perks). This is to ensure that penalties never become trivial by being outpaced by bonuses. Jason Jason’s Slow Walk would be the equivalent of a counselor with a “0” stat in Athletics (the unmodified baseline = 1 m/s). Jason would be slow enough that even a limping counselor would still put distance between him moving at his slowest movement value (assuming no movement penalties). This would be offset by Jason have 75% reduced movement noise (footsteps) while moving at his slowest movement value. Additionally, Jason would not have his marker icon show up on counselor maps if spotted while moving at his slowest movement value or while more than 5m from an artificial/natural light source (regardless of movement speed). This adds tactical value to using his slowest form of movement. Jason Fast Walk 1.75 m/s Jason Jog 2.75 m/s Jason Swim B – 2 m/s | B + 0.25 m/s | B + 2.25 m/s Boat (B) Baseline 9 m/s Car (C) Baseline 12 m/s Jason SHIFT C – 0.50 m/s | C + 1 m/s | C + 2.50 m/s Initial balancing of Jason vs. Counselors needs to happen at the movement interaction level between him and HOW fast they can move (at an unmodified level). Weapon and Environmental Damage for Jason: Jason, counselors, and environmental objects (barricaded doors and walls) would all default to “100” hit points. When Jason reaches 100 hit points received, he loses his mask. Allow me to explain. Jason Weapon Strength Trait 20 | 25 | 34 = damage per hit A Jason with neither Weapon Strength as a negative nor positive would kill an un-perked counselor in 4 hits (25 damage). He would break down a barricaded heavy door in 4 hits (1 hit for a light door/all Jason’s). It would take 3 hits for a +Weapon Strength Jason and 5 hits for a – Weapon Strength Jason. Un-barricaded heavy doors would have 50% less hit points (50). Counselor Weapon Baseline 3 | 6 | 9 |12 (The raw strength calculation between Athleticism and Conditioning would be added to the value for the damage of the weapon used. A.J. as an example would add “3” to base damage for any weapon used. Other Jason Traits/Abilities: ALL Jason’s would have 4 Strengths and 4 Weaknesses @VoorheesAJollyGoodFellow has some pretty in-depth ideas regarding how Jason could have 4 Strengths and Weaknesses. Check out his ideas HERE! Morph (cooldown 30 seconds neutral): Jason’s should have a negative/neutral/positive attribute for almost every trait and ability. +Morph: Cooldown reduced 20% (24 seconds), precision increased (more grid points per map position). -Morph: Cooldown increased 20% (36 seconds), precision remains as neutral Shift (Cooldown 30 seconds neutral): Base speeds are determined relative to car movement speed unmodified. +Shift: Cooldown reduced 20% -Shift: Cooldown increase 20% Sense (Full recharge from 0 at 30 seconds): Sense radius is tied to Rage meter accumulation. Radius minimum starts at 100m and increases by percentage equivalent to the Rage meter being filled. 25% chance to detect in hiding spots Pre-Rage, 100% detection in hiding spots Post-Rage. This is mitigated by perks, traits, and base sense avoidance chance. There is no basic auto-detect radius. Jason has a base 50% chance to detect counselors at 0 Fear anywhere inside the detection range. For each Fear level gained, detection chance increases based on sense positive/neutral/negative attribute. +Sense: +10% detection chance per Fear level; Full recharge rate increased by +10% Neutral Sense: +5% detection chance per Fear level. -Sense: +1% detection chance per Fear level; Full recharge rated decreased by -10%. Stalk (cooldown 30 seconds neutral): +Stalk: Cooldown reduced by 20% -Stalk: Cooldown increased by 20% Rage: Increases all Jason ability cooldowns by 10%. Instant smash through doors and walls. Melee/grab/and thrown knife damage increased by 10%. Hit Points (Jason has a base of 100 hit points/masked knocked off at 0): + Hit Points: Hit points increased by 25% -Hit Points: Hit points reduced by 25% Defense: Jason default blocks 25% of all incoming damage when using the “block” function. Counselor Weapons incur a 25% degradation in durability. Block button response time .5 second. +Defense: Jason blocks 35% of all incoming damage using block; Counselor weapons incur a 35% degradation in durability. Block button responsiveness .25 sec. -Defense: Jason block 15% of all incoming damage when using block/ Counselor weapons incur a 15% degradation in durability. Block button responsiveness 1 sec. Stun Resistance: Jason’s default stun time is 6 seconds – unless he has room to fall back, in which case the duration increases to 10 seconds (this a "break free" stun which means he can get up faster, but he will auto-recover at 10 seconds). Jason will not get the option to “recover/break free” of a stun unless it is a bear trap, Pamela’s sweater, or unless he falls down. Default button taps needed to recover, for Jason, would be set at 30 taps. +Stun Resistance: Stun duration reduced by 33%; recovery difficulty, for Jason, by button taps reduced by 20%; Counselor weapon stun chance reduced by 5%. -Stun Resistance: Stun duration increased by 33%; recovery difficulty, for Jason, increased by 20% for button taps; Counselor weapon stun chance increased by 5%. Grip Strength: Jason’s default grip would deal 5 damage to a grabbed counselor; requiring 30 button presses to escape at 0 Fear. Each Fear level would increase escape difficulty by 10% of the base requirement (30/33/36/39) +Grip Strength: Button escape difficulty increased by 30%; Inflicts 10 damage on a successful grab. -Grip Strength: Button escape difficulty decreased by 10%; Inflicts no damage. Traps: All Jason’s would start with 5 traps by default. Traps would deal 50 damage when triggered. (Counselors would limp when they lose 50% of their hit points). Difficulty to escape traps is equal to difficulty to escape Jason’s grab (30 button presses base). +Traps: +2 traps over the default; difficulty to escape traps increases by 20%; Jason ALWAYS notified when the trap is triggered (pocket knife triggering is not silent), Stealth attribute of counselors can still offer a chance at non-detection. -Traps: -2 traps under the default; Difficulty to escape traps is reduced by 20%; Traps deal 30% MORE damage. Throwing Knives: Jason default starts with 2 throwing knifes. Base damage for a knife is 20 hit points. Base range for a knife is 25m. Each knife has a 5% chance to slow a counselor by 25% for 3 seconds. +Throwing Knives: Jason starts with 4 knives; base damage is increased by 20%; 10% chance to slow a counselor 25% for 3 seconds. -Throwing Knives: Jason does not start with throwing knives; based damage is reduced by 20%; No chance to slow a counselor. Menace *NEW*: All Jason’s scare their prey. Baseline Fear triggers related to Jason (as per how the Devs have it designed); baseline percentage to place a counselor at maximum fear after a grab = 10% +Menace: Counselors accumulate 20% more Fear when they see Jason, see Jason kill somebody, and when Jason breaks a window, door, or wall within 10m of them. 15% chance that being grabbed by Jason results in the counselor peaking to maximum fear. -Menace: Counselors accumulate Fear 20% less for certain Jason actions (see above); 5% chance being grabbed by Jason results in the counselor peaking to maximum fear. Awareness *NEW*: Jason’s can detect sound (by pings) at a default range of 200m. Rain reduces detection range by 10%. Noise pings of counselors will show on Jason's map if they are within 50m. +Awareness: Jason’s sound detection range increased by 25%; Sound pings show approximate position on Jason’s map out to the maximum detection range. Rain reduces detection range by 5%. -Awareness: Jason’s sound detection range decreased by 25%. Rain reduces detection range by 15%. Items: Pocket Knife: Limit of 3 per match (drawer randomized). Auto-break free from Jason’s grab. Can be used to disarm Jason’s trap; consumes the knife. 30% chance the disabled trap will not notify Jason, otherwise the notification is delayed by 10 seconds. Firecrackers: Limit (4-8) per match (drawer randomized). Affected radius 1.5m. Firecrackers will Stagger Jason (2 second recoil unless holding a counselor) and place his abilities (Morph, Stalk, Shift, Sense/not Rage) on cooldown for 5 seconds. While Staggered Jason cannot used grab-kill executions (gives counselors more chance to break free). Finally, Jason will be marked on counselors maps for 5 seconds. Flare Gun: Limit 3-5 per match (table and shelf randomized). Marks Jason on counselor’s maps for 10 seconds. Staggers Jason (2 second recoil/ will cause Jason to drop a counselor unlike Firecrackers) and will place his abilities on cooldown for 5 seconds. Deals 5 damage to Jason. Med Spray: Limit 4 per match (drawer, campsite, and bathroom randomized). Heals 50 hit points by default. Hammer and Nails *NEW*: Limit 3-5 per match (Campsite, table and shelf randomized). Can be used to fortify a locked/barricaded door. Increases hit points of a locked door by 75%. The door can no longer be opened (must be broken down). Fire Extinguisher *NEW*: Limit 3-5 per match (cabin wall mount). Hand carried. Trigger to create a dense white cloud with a 3m radius. Blocks line of sight and grants 100% sense avoidance in the area of effect. Dissipates after 10 seconds. Bear Trap: Limit 3-5 per match (dispersed in cabins). Locks Jason in place until he breaks free. Game Mode Idea from August 30th. Essentially a Check Point Run. Ok, I was giving some thoughts to potential new game modes that might be interesting. An idea popped in my head for a checkpoint run that would take place on a map. Not sure what to call this idea for a mode. Maybe "Death Race"? 1. There would be 13 checkpoints scattered throughout the map. Each counselor could see the next checkpoint that they needed to reach by arrow indicator on their mini-map and as an icon on the mini-map when they were close enough to it. 2. When a counselor reaches a checkpoint they have to interact with it to get a token (checkpoints can be indoors or outdoors). When they get the token, the next checkpoint will be annotated on the mini-map. Each checkpoint they reach they will get an XP award in addition to the token. 3. When a counselor gains all 13 tokens they can exit the map at one of the points where the cops would normally arrive. 4. Jason's task of course is to kill all of the counselors before they collect the necessary tokens and escape. 5. The whole of the map would still be usable, so counselors can hide and move through cabins as normal, or use any means they can to reach the next checkpoint to get their token. 6. No other escape options would be present on the map. No phone. No cars. No boat. No Tommy. 7. Jason would know where all the checkpoints are, but not in which order individual counselors will have to reach them. The order of checkpoints randomizes every match. What to do with bodies lying around> I was just thinking. The bodies pretty much lay around and act is fear landmines in-game. They cause the counselors to have a little jump and Fear spike, but that's about it right now. It might be pretty neat if after say ~3 minutes a body will get "moved" and strung up at a traverse-able window or in a doorway on the first floor of a nearby cabin. This could represent Jason "relocating" the counselor's corpse. Make it so the body blocks the window or door, but can be ripped down by a counselor using a simple QTE (based on Composure NOT Repair). Doing so would spike the counselor's Fear and clear the body. Make it so Jason can just approach a body in a doorway and tear it down with a button press (like breaking a window or generator). You'd have to have a few rules governing the mechanic. 1. Bodies will relocate only if no player is in line of sight to the body or the location it will randomize to. If this cannot happen, the body will not relocate and remain where it was originally. 2. Bodies will only appear on the first floor of structures. No need to have people complain how a body got nailed outside the 2nd story window at Higgin's Haven main house. 3. Bodies missing arms won't relocate. Need something to tack it up with. 4. Bodies killed outside will appear nailed up outside of cabins. External window and doorways only. Keep it randomized but bodies will not show up over shuttered windows. 5. Bodies killed inside will appear over windows and doors. The doors can be internal to the cabin or over exit doors. 6. Moved bodies will show up as a green marker on Jason's map. That way the Jason player is aware of new obstacles he has ostensibly set-up. Essentially, the bodies would become delay hazards for counselors that cause increased Fear accumulation in their radius (think radiating Fear landmine). They can be torn down but they also act it inhibit counselor's movement. Counselor's failing checks on the QTE won't notify Jason, but their Fear will spike drastically with each failure. It is a bit disconcerting tearing your buddy off of a door frame or window frame.
  2. Fireaxe: Jason pushes the counselor to the ground, he then grabs one leg and hacks it off with one swing, he then grabs the other and does the same thing, he then turns his fireaxe around to the non-bladed side and swings it into their head. Garden shears: the counselor tries to hit Jason but he cuts off their hand before they do, the counselor tries it again and get their other hand cut off, Jason then slits their throat with his garden shears. Environmental ( water stream ): Jason throws the counselor into the water and holds their head under, drowning them. Environmental ( pool ball ): Jason grabs a pool ball off the pool table and hits the counselor in the head with it once. Non-weapon ( neck snap ): Jason grabs the counselor by the neck with both his hands and snaps their neck, Jason then throws their corpse onto the ground.
  3. I have an offer to add a temporary or permanent weather element on all maps - fog. The fog would cover some part of the map and would move all over from the beginning to the end of the match. In the mist, Jason Sense's skill would not work exactly (generally it would be), from any perspective the field around would be limited even with a flashlight. That would add an element of surprise and a chance to escape Jason. - Limited field of view for everyone (for Jason, even with Sense). Players and Jason would not see the map in the preview where the fog is currently or which direction it is moving.
  4. Hey this an edit of the original post where I tweaked a few ideas on this buff or rework. Right now I'm working on unique buff ideas for each Jason so people just choose P9. I'm open for constructive criticism and ideas. Possession is a new passive ability exclusive to Part 9 Jason where Jason can possess the corpse of a counselor he has killed. This ability would replace Stalk and maybe Rage Mode. How it works is a button prompt will appear over a corpse which, when pressed Jason will disappear, the corpse would regain all limbs and heal all injuries then stand up with Jason controlling them. The counselor wouldn't be affected by fear, would have infinite stamina, and max stats. In counselor form Jason cannot shift or morph however he is always in Stalk and doing repairs would sabotage objectives making them take much longer to complete for other counselors. Jason will also be able to climb through windows in this form but when grabs a counselor his body explodes blood before turning back into Jason, now ability to kill his prey. I know what you may be thinking, "this is OP" and to that I say good. Jason should be OP with some restrictions which can be in place with lack of morph and shift in counselor for and with stalk and rage being taken away. Well you maybe thinking "if Jason uses then it's a free kill" and to that I say no. Jason in counselor form wouldn't be able to pick up weapons and friendly fire. The only things he could do is sneak into cabins, sabotage and the grab which would blow his cover. "Everyone would just play part 9 Jason all the time" well I'm working on a solution for that by giving each Jason a unique buff. This idea is for fans of horror, suspense and need a challenge as counselor. I'm open for constructive criticism with your thoughts and opinions on how this could be tweaked. ----------------------------------------------------- In summary Jason Strengths: - Shift - Stun Resistance - Possession Weaknesses: - Can't Run - Low Hp - Traps Possession Form Strengths: - Counselor Map - Stalk - Max Stats - Infinite Stamina - Window Climbing - Sabotage Weaknesses: - No Shift - No Morph - Stun Resistance - Low Defense
  5. So I'm new to this website but I've been a fan of the series for a long time and I love the game very much and I have an idea for a Pamela game mode and I would like to share it with you guys, maybe it could traction and maybe the devs will see it and like it! I'm not expecting anything and there's probably a few grammatically errors but here it goes! Pamela is a vengeful mother out for blood however she is human unlike our hockey masked zombie friend, Jason. Instead of brute force and supernatural powes Pamela will rely completely on stealth and instant kills on suspecting counselors however she can be killed in 1 hit as well. To compensate for all of this there is only a few weapons on the map, 3 baseball bat to stun and 1 machete to kill Pamela and the machete is hidden with Pamela's car. So now let's get into the specifics on how Pamela works. Before the match starts, in the customization menu you can select 1 of 3 weapons to start with, Hunting Knife, Machete or Axe. When the match starts Pamela in a random cabin in a closet. When in hiding places such as closets or under beds, Pamela can Morph to any hiding spot on the map, meaning she can get into cabins without being seen. When you exit your hiding place you have the Stalk effect on in other words means there isn't any music playing to warn counselors your near until you are spotted. Now let's say you're in a cabin with another counselor, when unseen a button prompt will appear over a counselor, when close enough you can press the button and Pamela with preform a stealth kill. Well now your probably thinking now, what's the counselors objectives, how do they escape? Well the counselors are aware they're in danger, the match starts with a cut scene of Chad finding a dead body in a closet before doing the famous Chad face before the camera pans to outside of the cabin of Pamela hiding then boom match starts. So the counselors are aware of Pamela's presence, now they need to repair they need to call the police by following these steps: - Find gas - Fill up main generator with gas - Find the 2 fuses - Repair the phone box - Call police - Counselor revives as officer - Wait for back up - Reach the exit ----------------------------------------------------- Pamela Weapons: - Hunting Knife - Axe - Machete Strengths: - Run - Climb through windows - Hide - Stealth Morph - Weapon Strength - Stealth kill - Always in stalk until spotted Weaknesses: - Can't Shift - Low HP - Low stun resistance - Can't Grab
  6. Originally Posted on Steam by me: http://steamcommunity.com/app/438740/discussions/0/1700542332341268583/ Hello everyone! I just thought of two new Jason ideas that I thought would be pretty neat. One of them would add a gameplay change to him. So the first idea is pretty basic, in fact, it might have already been said on the forums, but I thought it would be cool if Jason had his own emotes, they'd have to be realistic towards his character and I have a couple ideas: Crack Neck - Cracks your own neck. Rainy Day - Takes your weapon and flicks it to get blood off. Kneel - Uses the same animation for when Tommy knocks him down. Does not kill Jason though and can stay in this state for as long as you want. Time Out - Does not work with Part 2 or Part 5 (Roy Burns), but Jason raises his hockey mask up to show his disfigured face (like the scene from Part 3 after he's hanged). My only son... - Part 5 (Roy Burns) only, Roy takes out his wallet with his sons picture and cries for his son. Hallucination - Only works in water, but Part 1 Kid Jason or Part 3 Undead Pamela rises up to the water for a few seconds and goes back down. Was also thinking about Jason to have the choice of using Regular Jason, Part 1 Kid Jason or Part 3 Undead Pamela for rocking the boat and drowning people. At least Part 1 Jason would be nice though because he actually has a model. Above Water - Only works in water, Rises up in the water for a few seconds only to go back down. List your own emote ideas if you want to too lol The other idea I have is a Gameplay Change... Basically, if you guys remember, Jason, Pamela, Roy, all of them liked to move bodies after they killed them. I was wondering what everyone would think if we could like, let's say, press E near a dead body to pick them up and then your abilities would be changed to 4 different pictures of what you can do with the bodies. It'll be like how you can choose kills too with what you do with the bodies. Also, you don't have to carry bodies to your intended place as I imagine it would take too long with slow-moving Jason, although to balance this, let's just say that once you move a body, there is no way for you to move it again. To move the body though, you press what you want to do with the body and the map pops up like how it would for morph and you get the red dot, well wherever you put the red dot is where it'll put the body (more or less, wherever the closest place you can put the body it'll place) So here's a couple ideas I have for what you can pick for moving the bodies. Crispy Hangings - Does the Crispin Glover Nail Hanging onto a door bit which can block the door, Survivors can remove the body though to get through, but they will have to do a skillcheck (higher composure allows you to get rid of it easier). If Jason is also blocked by the body, he can just rip the body off the door like in the movie. He cannot place it back on the door though. (Needs arms and legs still) Weekend At Bernie's - places the body in a nearby chair. Shelly's Pass - Places a body in a closet that when opened, the opener gets immediately spooked when the body flies out. Hanging Tree - A body is hanged by a tree. (Needs Head still) Upside-Down Hanging Tree - A body is up in a tree until someone goes closer in which it fall upside down and spooks them. (Like in Part 3 with Loco). Nailed - A body is nailed in the throat against a tree (Like in Part 5). (Needs Head still) Like Mother, Like Son - A body is nailed against a door with arrows (Like Bill's death in Part 1). Bedsheet Hanged - A body is against the wall with bedsheets holding them. (Like in Part 2). Stowaway - A body is placed in the boat which must be skillchecked in order to be removed. (Higher Composure and Higher Strength will come in handy). Those are all the ideas I have for what you can do with bodies, list your own too if you have any
  7. The Camp Crystal Lake Research Facility from Jason X would be a cool map I think. Also while on this line of thinking the Research Facility could be a very good in cannon way to bring other killers to the camp. Think about it, When has a Government group ever just kept one asset in a place like that. The Research Facility could very well be a place that the govenment brings killers like Mike Meyers, Leatherface, Chucky, what ever supernatural killer to be studied and stored. I mean they had a cryo unit ready for Jason because they could not kill him maybe they had others we didn't see in storage. A intro scene could be A cryo pod failing and which ever killer escapes and goes on a rampage at the camp. This could also add a call the military option instead of the cops and maybe get a new way to kill jason with a Soldier hero instead of Tommy. Instead of a sweater you need to find a special radio that triggers a swat ambush like in jason goes to hell when the soldier is in place like Tommy has to be. I'm not saying that they should do this just saying the Camp Crystal Lake Research Facility is a easy way to logically bring in guest killers from a story stand point. Just killing time waiting for the new patch.
  8. Now, I know the topic of the Friday reboot is debatable: some people liked it, some didn't. But, I believe that, after Uber Jason, Reboot Jason would be a nice addition. Here's what the stats might look like: WEAPON: For a weapon reboot would probably use a basic machete. I know part 7 Jason uses a machete but there are like 3 Jasons with axes. Not 100% about the kills bc I'm not that creative. STRENGTHS: Reboot would definitely have traps as one of his strengths as he often uses traps in his movie. Another strength would be "can run". Now, this may be a crazy idea but I believe the not only should reboot run, but he should sprint. I know that sounds stupid but hear me out because I think this is justified and balanced. Justified because of the fact he's extremely agile in his movie and balanced because of his weaknesses. His final strength would be stalk. In his movie, reboot Jason is not only agile but stealthy and I think this would both make sense and be balanced. EDIT: another, alternate, strength could be throwing knives for the same reason as traps (this Jason was very dependable on "gadgets"). However, I personally believe stalk would be better and the other two should stay. WEAKNESSES: Now, as I mentioned earlier, reboot would need lots of weaknesses to make him fully accurate. But, since we only have three to work with, first I'll pick defense. This would make sense as Jason is only a human in the reboot, not a reanimated space-zombie parasite. In all seriousness though, I think this and health would be two weaknesses that help to balance out reboot. Now, the final choice was tough as i could have picked from any of these three but, I believe that morph would be a good weakness that could balance out reboot. Not only is this because he is already a very agile character (having full capability of his shift and a sprint) but it's the least plausible ability for him to have. Yes, we never see him shift in the movie but, he could always sense in some way by using his senses (idk). EDIT: I think stun resistance could also be a weakness for the reason that reboot is a human (I know 2, 3 and 4 [and 5] are also human but I think it would fit a fast Jason to be easier to stun [for a chance to get away]). Thank you for reading this pitch for the possibility of reboot / part 11/12 (depending on if you include Freddy V Jason). Please feel free to reply if you have any better ideas on how he could be implemented.
  9. What if Jason could destroy unattended items that have already dropped? For example, breaking the fuse or battery on the ground next to the car (they could just modify the radio destroy animation) or puncture a hole in the gas? This would modify counselors' gameplay to be more strategic with their vehicle/phone part ferry decisions, and since counselors can still see the dropped part that they had to hide from Jason, they could still find it again later, albeit with possibly more searching or communication. Also, say the 2 seater was gassed up, but Vanessa left the gas by the 4 seater and Jason punctured the can, leaking it all over. NOW the game plan and decisions for the counselors just got more interesting.
  10. I was really thinking about paranoia and how it would work and so I thought how would Roy pull off being a woman and so I came up with this solution if your selected counselor is a male it will have a 50% chance of being Roy At the end of the game he will put on his blue chevron mask if your selected counselor is a woman it has a 50% chance of being Pamela Voorhees At the end of the game Pamela takes of the mask of the character you were playing as for either gender their is a 50% chance that you will be possessed At the end of the game Jason’s heart bursts from your characters chest
  11. From part 9 their was a dagger that could kill Jason that I think would be a great thing to implement into the game along with lore friendly steps to get it jessica Kimble a new hero(randomly chooses tommy or Jessica) the dagger a new end cutscene a new way to kill Jason now here are the steps if this dlc was to occur call Jessica get Pamelas sweater get the dagger from a glass case the takes a lot of damage to break stun Jason with Pamela’s sweater and hit him with the dagger while he’s on his knees go behind him as Jessica with the dagger and interact with Jason. At this point it will feature a cutscene showing Jason getting dragged to hell 50/50 chance Jessica will spawn you only have 3 hits with the dagger until it breaks
  12. I think as a counter to all the pocket knives Jason should have more traps. Or maybe be able go back to his cabin and get more. I think this would make counslers have to use them more often and balance things a bit more. I personally Have no Problem dealing with it because I expect them all to have multiple knives. But I can see how some do not enjoy getting the knife every time they go for the kill Pulls you right out of the game if you let it. So yeah I think Jason should be able to have more traps. Hell players can see the traps anyway and avoid them unless they are on an objective. Also maybe let jason set traps in the house or be able to use the bear traps. Give Jason some options and change up how he hunts. Just an opinion.
  13. I have thought of a 2 weapon kill ideas for each Jason which I think would be great additions! pickaxe: Jason throws the counselor on the ground and they turn to their stomach trying to crawl away, Jason then stabs them in their lower back dragging them to him, he then hits them in back of their head killing them. Kill 2: Jason stabs the counselor in the left side of stomach and pulling the pickaxe to the right 3 times ( because it gets stuck.). axe: Jason uses the back side of his axe to hit the counselors jaw clean off. Kill 2: Jason turns the counselor around putting the axe handle around their neck, Jason grabs both sides of the axe and snaps their neck. machete: MKX Jason X-ray, if you haven't seen Jason's MKX X-ray go see it! I would like that to be a kill minus the X-ray part. Kill 2: Jason slits the counselors throat and watches them die. Simple but brutal in my opinion. spear: Jason brings the counselor to his knees and stabs them in their head all the way through their body. Kill 2: Jason stabs the counselor in the stomach bringing them to their hands and knees and then he stabs them in their back. Like placing a flag. pitchfork/trident: Jason throws the counselor on the ground and stabs them multiple times in the back. Kill 2: Jason stabs the counselor in the stomach, then he stabs them in their face and rips their head off. fireaxe: Jason throws the counselor on their back and slashes at their face jaw to head. ( reference to part 7.). Kill 2: Jason grabs the top of the counselors head and decapatates them. double sided axe: Jason turns the counselor around and hits them in the back, ( the axe stays in their back.) he turns them back around, picks them up and throws them on their back ( reference to the reboot.). Kill 2: Jason swings his axe to the top of the counselors head splitting it open. i have no kill ideas for part 4. what do you guys think? You think some of these should be in the game or not?
  14. Ok, I was giving some thoughts to potential new game modes that might be interesting. An idea popped in my head for a checkpoint run that would take place on a map. Not sure what to call this idea for a mode. Maybe "Death Race"? 1. There would be 13 checkpoints scattered throughout the map. Each counselor could see the next checkpoint that they needed to reach by arrow indicator on their mini-map and as an icon on the mini-map when they were close enough to it. 2. When a counselor reaches a checkpoint they have to interact with it to get a token (checkpoints can be indoors or outdoors). When they get the token, the next checkpoint will be annotated on the mini-map. Each checkpoint they reach they will get an XP award in addition to the token. 3. When a counselor gains all 13 tokens they can exit the map at one of the points where the cops would normally arrive. 4. Jason's task of course is to kill all of the counselors before they collect the necessary tokens and escape. 5. The whole of the map would still be usable, so counselors can hide and move through cabins as normal, or use any means they can to reach the next checkpoint to get their token. 6. No other escape options would be present on the map. No phone. No cars. No boat. No Tommy. 7. Jason would know where all the checkpoints are, but not in which order counselors will have to reach them. The order of checkpoints randomizes every match. What do you think? @Gertz
  15. So this will sound familiar to anyone who has seen the Part 6 film. I would like to propose a new method ok killing Jason Voorhees. This would involve introducing 2 new items/objects into the game: namely a boulder and a chain. The chain could be picked up and stored in an inventory slot. The boulder could spawn randomly on the map, and because of its weight anyone carrying it would be unable to jog or sprint. The challenge would be to get the boulder onto the boat, repairing the boat (the usual way), and then attaching the chain onto the boulder. Once this setup is completed, the boulder and chain would take up the second seat on the boat. It would be up to Tommy to take the boat out onto the lake. The trap would spring once Jason tips the boat, and he would then drown just like he did in the movie! To go with this heavy object mechanic, I also though of maybe adding a new escape vehicle. Something big like a VW van, which could fit up to 6 counselors. In addition to the gas, keys and battery, the van would be missing a tire. The tire would have to be carried slowly while walking from a random spawn location. Let me know what you think.
  16. I'm sure this has already been a topic of discussion or a suggestion. First off I'd like to state that the game is awesome. I play it more often than anything else. One issue that I find really annoying is playing through a match and accomplishing things as a counselor or Jason that gain cp and xp only to get booted from the match before it has officially ended. Therefore all the progress that I've made during the match completely goes out the window as I do not receive any points. At the very least, It would be cool to immediately receive points if you escape or survive a match as a counselor before the match has officially ended. As for Jason, it would be cool to immediately give him points for kills and his progression through the match as well. When the host leaves the match it kills it for everyone. Please do something about this. There are days where i commitedly play for several hours at a time and every other match the host disrupts the game. Even on double xp days I'm stuck on the same level because I'm not able to accrue any xp from matches that were ended mid game. Please find a way to control this issue. Thanks
  17. In some of the houses and packanack their are golf clubs it would be cool if you could use them to kill the players as a environmental kill
  18. i think it would be super awesome if they added this emote
  19. @GunMedia_Ben @Gertz I was just thinking. The bodies pretty much lay around and act is fear landmines in-game. They cause the counselors to have a little jump and Fear spike, but that's about it right now. It might be pretty neat if after say ~3 minutes a body will get "moved" and strung up at a traverse-able window or in a doorway on the first floor of a nearby cabin. This could represent Jason "relocating" the counselor's corpse. Make it so the body blocks the window or door, but can be ripped down by a counselor using a simple QTE (based on Composure NOT Repair). Doing so would spike the counselor's Fear and clear the body. Make it so Jason can just approach a body in a doorway and tear it down with a button press (like breaking a window or generator). You'd have to have a few rules governing the mechanic. 1. Bodies will relocate only if no player is in line of sight to the body or the location it will randomize to. If this cannot happen, the body will not relocate and remain where it was originally. 2. Bodies will only appear on the first floor of structures. No need to have people complain how a body got nailed outside the 2nd story window at Higgin's Haven main house. 3. Bodies missing arms won't relocate. Need something to tack it up with. 4. Bodies killed outside will appear nailed up outside of cabins. External window and doorways only. Keep it randomized but bodies will not show up over shuttered windows. 5. Bodies killed inside will appear over windows and doors. The doors can be internal to the cabin or over exit doors. 6. Moved bodies will show up as a green marker on Jason's map. That way the Jason player is aware of new obstacles he has ostensibly set-up. Essentially, the bodies would become delay hazards for counselors that cause increased Fear accumulation in their radius (think radiating Fear landmine). They can be torn down but they also act it inhibit counselor's movement. Counselor's failing checks on the QTE won't notify Jason, but their Fear will spike drastically with each failure. It is a bit disconcerting tearing your buddy off of a door frame or window frame. Thoughts?
  20. So I had a thought, mainly about the aspect of each Jason using their weapons uniquely and having a unique weapon. While Uber had a machete, we have that weapon with Part 7. What if Uber was "bare handed"? his attack would be a sweeping punch and he'd use a smashing fist to knock down doors since his right arm is mechanized. It would be shorter range on his normal attack, but the bonus being that his grab animation uses two hands and allows him to grab two counselors, an emphasis on how strong this super Jason is. Pocket knives would still work the same way, but only someone who is holding one would get free, so if he grabs two at the same time, the only one who drops out of his hand is the one who had the knife. It would encourage counselors to run and less to do the two person buddy system of slapping jason over and over again if he grabbed both of you at once and could kill you both instantly. It might require a bit much programming work so it probably wouldn't be a thing and Uber would end up with his future machete, possibly holding his "old" machete in his left hand. Dunno, share your thoughts.
  21. I know this has been talked about before but I just want to know why you still can't switch weapons for Jason! It would be simple, go to the current Jason your on, go to " Weapon ", click it, and the choose the weapon you want that Jason to have. Maybe your saying " but it would be weird to see part 2 running around with the trident." Well they could use the place holder models for the spear and pitchfork. If they do decide to put this in the game I have a personal request, if select the machete for part 6 can the machete on his utility belt be gone?
  22. New Counselors will the characters from Unfriended Cast; Blaire Lily, Laura Barns, Mitch Roussel, Jessica "Jess" Felton, Adam Sewell, Ken Smith, and Valerie "Val" Rommel They have different stats, clothes and voice acting / Instead of Jason return, they said Jason is Real / New achievements: -Unfriendly Fashion - Have Laura Burns wear the Pamela Sweater -We're BFFs!! - Blarie and Laura survived -WTF?!!? - Kill Valerie first -Off-lined - Kill Laura last Stats ; Highest Composure - Laura Burns Highest Stamina - Valerie Rommel Highest Stealth - Blaire Lily Highest Luck - Adam Sewell Highest Strength - Mitch Roussel Highest Repair - Ken Smith Highest Speed - Jessica Felton
  23. I think it would be cool if we were able to make our own custom counselor ; Though I feel this idea would work better if the game had a single player mode. I don't know, would that be too much to ask?
  24. Hello everyone and Friday the 13th game creators! As an avid and proud player of your game and happy to be a part of this community, I had thought of an idea that I feel like could be really cool for the creators to do! This idea spawns from Freddy Vs Jason. Although F13 didn't get the rights to the title to make it a DLC, hopefully this idea could maybe get into the right hands so that the rights can be handed over? Sadly, probably not as I am only one voice and do not know how detailed the legal system can be.. But who knows, maybe so? Anyway, what this FvJ idea is, is this: Imagine you would allow a fellow player to die, whether its maybe through a sacrifice, simply being killed, being hit with sleep, etc. etc., whether it'd be simple or convoluted. Once this player is killed, sacrificed off or even asleep, the player is then transported to Hell as a tormented soul or demon who must track down and persuade Freddy to rise onto the real world. If done successfully, the player would then be consumed by Freddy and eventually possess and control the now knife glove wielding, walking nightmare. Once you play as Freddy, your job is similar to Tommy's, where you are called to take down Jason. It's basically, I feel, a more in depth and similar style to the way of calling in Tommy. What do you think? Any kind of feedback is greatly appreciated!
  25. Just wanna say I love this game so far and I feel it has so much potential to become the best in it's genre. With updates and support I don't think this game will go any where. Here are some ideas of what I would love to happen in the future for this game: NEW ITEMS: Soda Can that replenishes 25% of your current stamina, and gives you a 25% overall stamina pool increase. Effect lasts for a couple of minutes. Relaxing Pills that make holding your breath last twice as long and lower down your overall fear meter. Effects last for a couple minutes. Beer that lowers the amount of damage you endure but increases stumbling chance. Will also delay being put into "crippling" movement state for 45 seconds when your health drops low enough. Effect lasts for a couple of minutes. Wooden Barrel Shield - Can be used to shield an ally from attacks or defend yourself from blows and can absorb up to three melee attacks from Jason. (two attacks if he is empowered in melee). Shield is immune to grabs from the front. Enter combat stance to use. (max of 1 per map) Backpack - When picked up, the counselor will wear it on their back and it will give you two extra item carrying slots. Sprint speed and stamina recharge speed will be reduced by 20%. (max of 1 per map) Bicycle - Cannot carry a Large Item while using. Speed is faster than the fastest Counselor. If Jason hits you or you get hit by a throwing knife while riding on bike, you will fall off and be instantly put in "crippled" movement state. Stamina does not recharge unless you sit still with bike. (max of 1 per map) Canoe - New way to escape via water but very slow. Will have to find an "Oar" on the map to use the canoe. Will not alert Jason if you board the canoe. Small Canoe icon can be seen by Jason on map. One counselor with one oar will have lower top end speed and harder traction. Two counselors with two oars will have increased top end speed and improved traction. Jason can tip over the canoe just like the boat. (max of 1 per map) TV that can be turned on to make some noise in some cabin's. Essentially new variety item skin for the radio. (max of 1 per map) NEW WEAPONS: Spear - Slow attack start but good range making it ideal for poking near windows or a door being broken down. Hammer - Slightly slower, smaller range but high stun chance. Oar - Decent range but very high break rate. (max of 2 per map) Taser - Similar to pocket knife but less stun on Jason and will not work on traps. Screw Driver - New variety item skin for the pocket knife. Ice Pick - New variety item skin for the pocket knife. Bow & Arrow - Large carrying item similar to beartrap. Must set arrow and then single shot use. Cricket Bat - Similar to baseball bat but less stun chance. Army Knife - Best durability weapon but shortest range. Can also be sacrificed to let one of Jason's traps go off. Nail Gun - Can be used to further upgrade a barricade to make it more sturdy or as a weak ranged weapon against Jason with limited ammo. New Game Lobby Customization Options: Game can now be set to 20 minutes, 25 minutes, or 30 minutes. Friendly Fire can now be turned off or on. Counselor Duplicates can be set to off or on. If set to off, duplicates of the same Counselor cannot be picked. Jason voice communication with counselor's can now be turned off or on. Counselor damage intake can now be set to Reduced, Normal, or Increased. Jason damage intake can now be set to Reduced, Normal, or Increased. Item Spawn for the map can now be set to Reduced, Normal, or Increased. Door Durability and Barricade can now be set to Reduced, Normal, or Increased. Weapon Durability can now be set to Reduced, Normal, or Increased. Perks can now be set to disabled or enabled. New Realism / Hardcore Mode: (New Game Mode for F13) Minimap for players on the bottom right is disabled You will not be able to tell who is dead or not when pulling up the player scoreboard (death screams in game will still be heard) Pulling up the map will not update what objectives have been complete or are currently in progress. Counselors can no longer check their map to find the location of Repair Parts that have been dropped. Music sound queue for Jason is disabled until you spot him or see him in your sights / screen visual radius Fog will shift in and out during certain areas making surroundings slightly more ambiguous. The closest power generator to the phone now needs to be ON or repaired in addition to the phone box in order to call the police. When counselors "stumble", they now lose 10% of their stamina. Counselors can no longer escape the main road exits with the car when driving in REVERSE, and must turn around and go forward with the car to successfully escape. The car now permanently breaks and cannot be used after FIVE times of Jason smashing the car. NEW Counselor Changes: Counselors Can now "Whisper" by pressing the Mouse Scroll Key button (or a separated key bind) ONLY during crouch. Whispering causes Jason to have to be a lot closer to hear Counselors talking. Whispering will not be picked up through radios and cannot be used to communicate with other counselors far on the map. Counselors can now hide in Bath Tubs or Close Shower Curtains in bathrooms. Showers can now be turned on inside in some Cabin's and this will create some noise similar to a radio, BUT with much less radius. It will simply light the cabin red if Jason is close enough. Counselors must now execute the prompted button key required if they are wielding a pocket knife and Jason grabs them to use it. Firecrackers now cause counselors to stumble and take a small bit of damage if they get too near. Firecrackers and Flare Guns are now friendly fire prone. Counselors can now disable "lock-on" on towards other counselors by pressing a specific key bind. Stumbling now causes counselors to lose 10% of their stamina. Shotgun blasts can now break windows. Shotgun blasts can now damage Jason or counselors if shot through windows. DOORS: Locked doors now take two hits to break for Jason instead of one hit. Locked doors can still be broken in one hit only if the Jason is empowered in "Destruction". NEW JASON CHANGES: Jason is now vulnerable to attacks while attacking a door. Jason is no longer completely immune to bear traps when blocking. Jason can no longer block firecrackers or flare guns. Jason now has one second and a half of charge time on his kill moves if he connects a grab on a counselor five seconds after using the "Shift" ability. Environmental kill moves are not affected by this charge time and can be done instantaneous if in proximity. Breaking 'opened' windows hit detection slightly improved to prevent some weapon swings to miss frequently. Extra furniture props can now be broken by entering a small cinematic sequence once performing the action button such as; big couches, giant bookshelves, giant tables, etc. (none of these are furniture that have items in them) Knocking on a locked door will now slightly increase fear of counselor's that are in the cabin. MELEE: Jason can now perform a swift attack with his weapon while he is "running" or speed walking by holding down the attack button for one second and then releasing. This attack recovers a few frames faster than the grab attack and has more range. (Jason will not come to a stop when using this attack and can continue to run or speed walk) THROWING KNIVES: Picking up throwing knives from the environment is now a bit faster and more efficient. (DEVS ADDED) Throwing knives can now be thrown at a window to break the glass. (DEVS ADDED) Throwing knives can no longer be blocked by counselors. Throwing knives can now headshot counselors. If at full health, a counselor will instantly become crippled. If less than full health, and counselor will be instantly killed by a headshot. Throwing knives aimed and thrown at a counselor's leg will drain 20% of their stamina upon impact. Throwing knives can now be thrown at a bear trap placed by a Counselor to set the trap off. TRAPS: Traps can no longer be stacked on top with each other. Traps can now be recovered or picked up on the map with a total of three extra to find. One of them will be in Jason's cabin to collect. New ability to place down a "fake" bait trap with just leaves. Jason will enter his usual "placing trap" animation but just put leaves instead but the sound effect will trick counselors. These fake leaf traps expire after 30 or 60 seconds and only two fake traps can be set out at the same time. Traps can now be set on boat docks. Traps can now be set in cabins. Traps that were not "triggered" can now be repicked up by Jason to place in a new position. SHIFT: Jason can now be hit out of or during Shift active frames. (this includes bear traps, shotgun, firecrackers, etc.) When Jason enters Shift, it now activates a brief distinct sound queue to alert nearby counselors. (this does not happen if Jason has Stalk active) MORPH: The selection point on the map where you choose to Morph is now more accurate when you teleport there as Jason. (DEVS ADDED) RAGE: Once Rage becomes active, all stun time on Jason is now reduced by half. Once Rage becomes active, Jason becomes invulnerable during Shift and it's active frames. Once Rage becomes active, Jason gets a slight movement speed increase when he enters Combat Stance. Once Rage becomes active, Jason's melee attacks recover faster when he is in Combat Stance. Once Rage becomes active, Jason can now walk while holding and aiming a throwing knife. CAR: Throwing knives can now be thrown at car tires to make them slightly increasingly difficult to drive. Car windows can now be broken and this will just allow throwing knives to be able to connect on a player in the corresponding seat. Jason can now manually hit and stop a car going in reverse by getting behind it and performing an "E" key action command when prompted as the icon appears. Counselors can no longer escape the main road exits with the car when driving in reverse, and must be going forward with the car to escape. JASON PART 7: "Grip Strength" ability in Strengths now removed. New strength ability now added called "Bleeding Lacerations". Bleeding Lacerations - Jason's melee weapon strikes with his machete now cause a "bleeding" effect on a successful non-blocked strike to a counselor. Bleeding effect causes a counselor's health to drain very slightly over time and immediately enter a "cripple" movement state for ten seconds. "Water Speed" ability in Strengths now removed. New strength ability now added called "Compact Flesh". Compact Flesh - All weapons that hit or are blocked by Jason have double break rate, effectively halving their overall durability. NEW PERK IMPLEMENTATION FOR JASON Perk abilities and unlockables now added to Jason. Jason can have a max of one perk equipped to each load out. New Perk - Hunter - Traps capture Counselors for twice as long. New Perk - Sharpshooter - Throwing knives now deal double damage. New Perk - Collector - No cinema action required for picking up a Throwing Knife. Just go near and tap action button to pick up instantly. New Perk - Unstoppable - Pocket knives will not stun Jason after he drops the Counselor. (they will just disable his special abilities and attacks for five seconds) New Perk - Untamable - Negates and bypasses any tasers. New Perk - Fireproof - Stuns from Flare Guns and Firecrackers dramatically reduced. New Perk - Nightmare - Amplify Counselor's fear and cause their fear meters to shoot up more rapidly. New Perk - Silent but Deadly - Further increase the effectiveness and duration of Stalk. New Perk - For Mother - Rage meter increases quicker over time. New Perk - Unforgiving - Shift is learned first instead of Sense during the beginning of the game. New Perk - Cloudy Weather - Cause a heavy thunderstorm to plague the map slightly obstructing counselor's vision once Rage becomes active. New Perk - Tyrant - Maximum health, damage sustainability increased, and mask is harder to knock off. New Perk - Enraged - Melee weapon attacks now drain 20% of stamina from counselor's per hit. New Perk - Speed Demon - Overall move and top end speed slightly increased. New Perk - Terrifying - Increase counselor's overall chance to stumble by 10% when around you. New Perk - Stalker - Stalk is learned first instead of Sense during the beginning of the game. New Perk - Constructor - Placing a trap efficiency and speed increased by 50%. MATCH MAKING You can now select language preference when searching for public games. New key bind and option for "mute all" button added. New option to "report player" after a game has finished. Max of three reports per day allowed. Once a player receives enough negative reports, they will be placed in "low priority" match making system which will make them more likely to match with other users in "low priority". Players placed in low priority state receive half XP and CP until they complete a set number of games. TOMMY JARVIS: Tommy Jarvis does not pre-spawn on the map during the "intro movie" scene for the player until AFTER it is fully completed. The player who has been chosen to be Tommy Jarvis now receives a message: "You have been chosen to come back as Tommy. Press A to come back" with a 15 second timer attached. If the timer runs out, it will pass on to the next player. Tommy Jarvis can no longer reach "level 4 fear" where his screen becomes dark and he loses vision of the mini-map. If you are the last person to survive as Tommy Jarvis, you receive bonus XP. If you survive simultaneously with another final remaining counselor(s) via boat or car, you receive bonus XP. Each time you successfully help a survivor break free from Jason's grab, you receive small amount of bonus XP. Each time you heal a counselor, you receive an additional small amount of bonus XP. Killing or "betraying" a counselor is now -1000 points as Tommy Jarvis. JASON'S MASK: If a counselor escapes or survives the match with Jason's Mask in their inventory, all players receive bonus XP and CP. MINI INTRO CINEMA When the game starts, the player who has been selected to be Jason will have their Counselor selection "killed" by their Jason in the intro instead of it being the same guy 24/7. MOVIE SPECTATOR CINEMA MODE: When a player is dead or they survive, they can choose to enter movie cinema mode which will automatically follow the counselor(s) being chased by Jason. The camera will also shift between players and prioritize to those doing action themed events such as filling up cars with gas, installing batteries, propellers, repairing electricity, fighting Jason, etc. New camera angles that cover more space, screen size, and combination of camp camera when needed will also ensue and happen as fights and dramatic chase sequences occur. Just sit back, grab some popcorn and watch the action ensue as your team tries to survive the rest of the round. AFTER DYING OR SURVIVING A ROUND: Ability to roll perks, customize character clothes appearance, or equip / change load outs is also available to spectators that have survived or died while they wait for the remainder of the round. You now receive bonus 20 XP and 10 CP for each remaining minute you spectate until the match is complete. New camp cameras have been added increasing the total numbers of them on each map. Players can now type to each other with a text box while spectating. (only players who survived or died can see texts) The progression tab and badges can now be viewed while in spectating mode. QUITTING GAME / PENALTIES: If someone playing as a counselor leaves the game, their character will immediately drop all of their inventory and remain alive (idle) and available for Jason for scoring a kill if found. When someone leaves a game before dying or surviving, they will be rewarded with only half of the XP or CP that they accumulated for that game. Players now have the option to reconnect to a game that they left if it is still running. "Mother's Disappointed" -1000 points penalty and loss if leaving a game as Jason. Penalty for betraying and killing a team mate as a counselor has now been increased to 500 points. (DEVS ADDED) Multiplier of 2x penalty deduction added for consecutive team kills and betrayals by the same counselor. Total amount of times a player has performed a "Betrayal" is now added to their profile. Killing blows from bear traps for counselor's do not add to the "Betrayal" number on a player's profile. "Completionist" Total amount of times a player has stayed in a game all the way until the game was completed is now added to their profile. Thoughts? Post here and feel free to share.
×