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Found 36 results

  1. Ok to make it short these were my original movie inspired methods to kill Jason but with a twist! and mostly these are with the help of Tommy Jarvis only. Chaining Jason Voorhees to the Bottom of Camp Crystal Lake: This inspiration is from Part 6 but with a twist which would be needing a huge team effort of someone fixing the boat, calling Tommy, and having Tommy being the only one capable of finding the chains and tieing them to a rock near the boat which will have a cinematic moment of the counselors pushing it on the boat BUT here is the twist! the female counselors would need the sweater to quickly stun Jason which would allow tommy to place the chain around Jason neck in which a mini-game will be needed and if the counselors screw up they would die instantly from failing and Yes the mask must be removed as well because it would be to easy if his mask was on. Jason X Kill: Having either Tommy or Brodski being the hero at the end will be fine since one would need to locate the suit and have everything repaired from fixing power boxes and with a last-ditch effort having Pamela's Sweater/Mask Off while he is near a certain airlock should it trigger a sequence that will either kill both or just kill Jason in a cinematic effort and with this Jason and the hero would compete to finish the mini-game to see who lives and who dies.
  2. I really like the idea and basis for F13's gameplay. I love the mocapped kills, I love the thematic behind it, and I love the basic function of how the game is supposed to be played. When the game was announced "dead", I was mostly sad at the lack of anymore of this kind of game... Or is it the end? Imagine the gameplay idea of F13: One "monster" vs 7 victims. The goal is for them to escape or last the whole round. The monster can be stunned but it cannot be killed. As the monster, you can slink around carefully or you can be bold and blaring and you can knock the door down. Better yet, you could go with not only any number of slasher monster types, but by using different "skins" on the settings, you could do different settings, such as a future themed map where you have to escape an alien or robot, you could do something modern/contemporary in the woods (like F13), you could do urban in some desolate small town (silent hill-ish), or you could go to the past in the sword and sorcery ages (army of darkness). Just using a creature/killer that would work for each area and the survivors required to work together for the most part and you have a very good formula. F13 made use of it with environment kills, so where you got caught would determine what the killer could do to you and I think that is a good idea to follow. Include 4 on-hand grab kills, and a selectable weapon to change up kills, and of course, singleplayer as the monster vs AI, and I'd buy it But keep the monster vaguely humanoid shaped, that way the mocapped kills could be somewhat interchanged between them. I think the abilities Jason has work well; a map teleport, a sense ability, an evil-dead type dash for shorter range porting, and a stalk function to mute music and sounds to your prey. I know werewolves, vampires, and even Frankenstein's monster (Adam) are able to be used as they are public domain, but I'd want to go with something more exotic and more along the lines of something you couldn't "reason" with in a normal context. Off the top of my head, here are some killer ideas:: Robotic/android: I think of something that looks more like General Grievous would work though it'd be hilarious to make it a knock off of one of the FNAF bots and watch it chase you down before it crushes your head. (a degree of levity can be enjoyed, so long as the threat is consistent). Unknown horror: Some random hell beast that has some aspects of human mixed with something else. Perhaps tapping into the idea of some of the original angelic depictions combined with a humanoid shape (pic is Godzilla + the Buddhist idea of the perfected soul) >Skeleton You could design it up a bit, but honestly a simple Skeleton with a sword and shield would be horrifying enough to imagine you have to escape it. Obviously you'd probably get xylophone sounds somewhere in the music. Combine any of the above with better bug fixes, a single player, and the monster being able to strike the fear of god into the group of people, and I'd happily get it. But on the topic of "Monsters that can't have a copyright thrown on them thus the game gets canned", what other creatures pique your interest, folks?
  3. So, I have been playing Friday The 13th for a bit now and I like the core gameplay and the concept of it. However, I believe what would keep players coming back without dividing up the playerbase too much would be to add maybe like a single special gamemode or an event or something at the end of every month. Or hell, you could use them interchangeably My ideas for what that event/gamemode could be are as follows. • Betrayal You tend to see people's true colors come out when shit hits the fan. People betray one another for their own survival. Remember how Counselors used to be able to damage and kill other counselors with normal weapons? I think it was a great decision to take that out because of all the constant griefing and increase the XP penalty for players that run others over with the car. With that being said, I think it would be an interest spin to have a gamemode basically where other players get 100XP for killing other players per kill the same way Jason does. So it would be like a Free For All and you wouldn't be able to trust anyone all the while there is a juggernaut serial killer coming to push your shit in. • Moshpit 7 Counselors and 1 Jason is fun and all, but what if we doubled it up? 14 Counselors and 2 Jasons on Large Maps only with the same methods of escape. Jasons would have the ability to speak to each other over long distances like Counselors can when they equip radios. I feel like this gamemode would be absolutely insane because it could go both ways. The two Jasons could be really good and slaughter everyone or the Counselors could wise up and organize against their predators. • Possession In the movie "Jason Goes To Hell" he possesses a bunch of different people in order to perform his kills. He could instead of spawning as Jason, he could spawn as his preferred Counselor and the twist they know they are Jason but keep it a secret to the other Counselors while he murders the others in secret as they try to figure out who he is or escape. They would also need to have Pamela's sweater to kill him, but Tommy wouldn't be necessary. The Counselors can kill him if they figure out which Counselor he is possessing by killing that Counselor. Once Jason kills a Counselor, he has the option of taking the form of that Counselor, which to other players, he will appear with that dead player's gamertag as well. This means that player will not show up dead either in the menu so they will be forced to keep guessing. I thought that it would be interesting to also implement a feature where Jason could actively try and possess a living Counselor, which would be a spam fight of who can press A the fastest. If he can take that player over, they are "dead" while he uses their body to continue to trick the other counselors. Also, if Jason finds the Necronomicon, then he can arise from Hell. I feel it would be best to also have very limited escape methods and have a Hell Jason be much more OP that the regular. Like faster movement, quicker regen on his powers, etc. But to counteract that, a survivor can get the book before he does(it spawns in a random drawer) and they can burn it in a campfire to prevent him from becoming fully Jason. • Jason Vs Jason Similarly to the Moshpit mode, there is a higher player count by not by much. There is 8 counselors and 2 Jasons, but what makes this different is the Jasons can kill each other and that is their primary objective. The Counselors can work together to assist one of the Jasons in killing his twin, try escaping, or try and kill both of them(which would count as a win for them). Pamela's sweater now has 2 uses, one per each Jason and Tommy is not needed to kill them.You'd have limited escape methods because escape is not the point of the gamemode. These are just some ideas I came up with while playing. Let me know your thoughts and opinions about these 4 and if you have any of your own you'd like to share!
  4. Hey guys, so if you couldn’t tell I’m pretty new on this forum, but I’ve been doing some lurking recently and have decided to make an official post. Although I am aware that Gun/Illfonic have announced no more new content, I still love this game and want to share my ideas with you all. (Even if they’ll never have a chance to be implemented into the game). I know there have been a few topics about counselor suggestions and I love seeing people create new counselors and seeing what they chose for stats, outfits, how they look, etc. So, without any more rambling, I wanted to show you guys a few counselors I had whipped up long ago but never posted. - Carly Jefferson Composure: 6/10 Luck: 5/10 Repair: 3/10 Speed: 4/10 Stamina: 6/10 Stealth: 9/10 Strength: 2/10 Carly Jefferson is a redhead who has more to her than most perceive. She has always been humble, and has never had many true friends but knows how to socialize/get along with others just fine. Similar looking to Karen Gillan, and wears a simple outfit consisting of a short sleeved v-neck shirt, ripped jeans, and sneakers with wavy red hair just past her shoulders and green eyes. Although she may be a little OP, I think she’d be a pretty unique counselor in comparison to the others. There really isn’t another counselor too much like her. Which moves me onto my second counselor... Jonathon “Jonny” Hill Composure: 8/10 Luck: 7/10 Repair: 4/10 Speed: 4/10 Stamina: 5/10 Stealth: 2/10 Strength: 5/10 Jonathon Hill, otherwise known as “Jonny,” is essentially your boy next door. He is handsome, approachable, and isn’t your typical a—hole just looking for a quick piece of booty. I guess you could call him the male version of Jenny, only an o instead of an e. Jonathon looks similar to Brandon Larracuente, and wears a long sleeve polo shirt, jeans, and sneakers. Black, styled hair that helps define his face with blue eyes. And my final counselor... Samantha Miller Composure: 2/10 Luck: 10/10 Repair: 1/10 Speed: 9/10 Stamina: 6/10 Stealth: 5/10 Strength: 2/10 It’s safe to say that Samantha Miller is a weird hybrid between Chad, Victoria, and Tiffany. She loves to flirt, and doesn’t mind showing a little skin. Samantha gets what she wants, when she wants, and loves to flaunt her wealth. Samantha doesn’t have to go after boys, because they all go after her. Samantha resembles Bree from the 2009 Friday the 13th, wearing a camisole with jean shorts (similar to Tiffany’s shorts) and wedges. Long wavy blonde hair with blue eyes. Samantha is essentially the only counselor from this list that is somewhat based off of a character from the F13 films. At least appearance wise. Anyways, I hope you guys like these counselor ideas. Personally Carly is my favorite due to her being the most unique, but what do you guys think? Also I’d love to see what you guys came up with for counselor ideas, so post them if you have them!! Another note, sorry if I’m doing something wrong or I’m not allowed to post similar topics to others, like said I’m new so I’m hoping if I did something wrong you guys will take it easy on me lol
  5. Hello, I am writing this message to you to know if you could take into account some ideas in case the game returns to take content, I have not lost the hope that the game will revive! I clarify that they are just some ideas that I believe in the personal, it would give more realism to the game. 1 * I'd like Jason to be able to grab the counselors through the windows of the cabins, the same way he takes a counselor out of the car, since there are players who cause damage to Jason when he tries to break them. 2 * Include a new map with the abandoned cabins and the house of one of the characters as in the movie of Friday the 13th of 2009, including the Jason of that movie. 3 * That the characters of the game have small dialogues when they are inside a cabin or in the forest, even when they are escaping. 4 * New ways to escape from the camp, such as in an inflatable boat or canoe, also in new cars or trucks. 5 * That Jason causes additional damage such as being able to grab a counselor and throwing him against something, or other counselors, since there are players surrounding Jason and this one can not against everyone. 6 * New deaths either with the original weapons of the game or with in the environment. An example is when Jason throws a counselor out the window, in some cases the window is open and death in the same way that when it is closed, Jason could put the monitor in the window and close it tightly to achieve a decapitation or something for the style. These are some ideas that I think would help the game a lot in case you go back to get content, A big hello to the developers from Buenos Aires Argentina I do not lose hope that the game will return!😁
  6. The Tough Guy (Vic from Friday the 13th Part 5 as an example for a tough guy) Movie Trope: The Tough Guy Counselor Stats: Composure: 8/10 (Blood and a Dead body did not affect him but Jason does affect him.) Luck: 2/10 (Doesn't have the best of luck in the world.) Repair: 3/10 (Not a total genius with repairing.) Speed: 5/10 (Equal to Kenny in speed.) Stamina: 5/10 (Can hold his own in a run.) Stealth: 2/10 (Isn't the sneaky type of character.) Strength: 10/10 (Hit's the gym and knows how to fight.) (All 35 points used up.) Pros: +Strength and Composure him a monster in keeping Jason at bay since one hit could leave Jason on the floor. +Stamina and Speed make him a danger because he would be circling Jason easily but not that fast like Brandon or Chad. +The Tough Guy character is good for protecting other Counselors similar to that of Tommy or Adam. Cons: -Stealth leaves him open for Jason to easily find him. -Luck forces players to use weapons with high durability. -Repair makes him not the most reliable at fixing anything. Overall: This trope counselor is meant to be the "fight me bro" of the F13 gaming community, He is the protector or a potential anti-protector depending on the player of course but with the stats, it takes skills and time to use such a character rather than trying to troll or bully Jason since the luck would surely not help with weapons.
  7. I really hope with the weapon swap we get additional weapons along the way and are not limited to what is already available. How cool would it be to play homage to part 7 by shredding down doors, windows, and counselor faces with a Weed whacker! Or smashing a guitar into the head of a Chad like in part 8. Other ideas like a syringe, chainsaw, and flaming machete (Freddy vs Jason homage) have came across my mind as well. There may have been another thread about this already that I couldn't find, so if that's the case I apologize. What do you guys think? Think about your favorite kills and let's hear some of your weapon/kill ideas!
  8. Corpse Grabbing would be a unique mechanic in the game itself! why? it would feel like the hitman/splinter cell games where hiding corpses mean no evidence or even to jumpscare and increase the fear for counselors since Jason did in fact do these things in the movies as well so it would be realistic to his character as well.
  9. I was thinking that we should be able to change our counselor hair to different hairstyles like I get tired of the same ole hairstyles . So I feel like we should have a little collection of hairstyles to choose from and I also got some 80s/70s hairstyle ideas we should have
  10. 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
  11. All the kills in the game are so far great, aswell as brutal. However, I feel like there should be more. I have tons upon tons of ideas for kills, but can only list so many at once. Here's a list of some that I have thought up that If feel would be a good contribution for the game as possible dlc weapon kills. (With fun names I also came up with) Pt 3) 1. (Timber) Jason has a wood chopping axe right? So it would seem reasonable that he will chop the counselor down like a tree. Three fatal blows to the conselor's side with the axe, only to have it getting stuck in the abdomen. Jason pulls the axe backwards only to have the conselor slowly fall forward or backward like a chopped tree 2. (When Push Comes To Shove) Jason pushes the conselor back and slams the axe onto the ground [axe head up] and gut punches the conselor having them fall forward. The conselor uses their arms to prevent falling neck first into the axe, but Jason uses his boot to shove the conselor, neck first, into the axe head-decapitating them. Pt 2) 1. (Head Pull) Jason swings the pick upwards into the conselor's neck [ similar to part 8's chin strike- except it goes to the neck]. The conselor falls to their knees, and jason walks up behind them, grabs the pick [whom's handle is upward] , and slowly tries to pull the axe back with one hand, whilist the other is holding the conselor down, overall decapitation once jason gets the pick out by pulling it. Pt 6) 1. (Throw over) Jason quickly impales the conselor in the chest and lifts them up above his head. Jason gives a quick jolt up and down with the spear, causing the conselor to slide down. After a second or two, Jason moves the spear back to throw the conselor over his shoulder, just as he glances over to make sure the deed is done. 2.(Neck Snap) Jason smacks the conselor across their face using the blunt end of the spear, causing them to stumble back and spins them backwards. Jason goes behind them and puts the spear horizontal in front of their neck and pulls back towards himself. Pinned against Jason, the conselor struggles as they are choked by the long rod. After a while, Jason quickly moves the spear clockwise, snapping the conselor's neck to the side. It would be cool if some of these ideas would be implemented into the game. I will post more kills later on. . .
  12. I know that decidicated servers are coming soon, but just want to put this out there for possible changes or just an idea. I love Friday The 13th The Game, but there is just one major issue, the quitters. I hate it when you are in a match and are picked as Jason, but never get points. Just when you are about to win, the host just leaves, or maybe you grab somebody, and just to be a jerk, they quit before you can even kill them. This bothers me because I can hardly ever get a 7/7 kill count since people always quit. I have ideas to fix this. 1) Temporary Ban) If there was a temporary ban system it would keep people from leaving every other match. Such as a 1-5 min ban at first, but for repeat offenders an hourly ban may need to happen. 2)Reputation) For those who still feel the need to quit, a reputation system may need to be implimented. For every quit early match that occurs, that person's reputation would go down. Depending on your rep, you are suited with games with other players of that reputation. E.g) Player doesn't leave any matches = 100% rep and are matched with 80-100% rep players, players with moderate quit early matches =50-70% quit early players, constant offenders = 0% rep players. This will be sure to prevent people from leaving in-gmae matches since they don't like the taste of their own medicine. (Rep will go back up in intervals of 10 after a ceratain time period) 3) In-Game Xp) If all else fails, why not collect Xp during the match. For whatever Xp you earn, it immediately counts towards your level progression, and at the end of the match, it tallys up your Xp just to tell you what you have earned in the match. Sort of like an overview of what happened with the match Xp. Like I mentioned, Dedicated Servers are coming, which is great. However, i'm not sure if it is going to cover those in-game not going to get a kill from me players. . .(also I didn't account for people who disconnect on accident)
  13. Roy Burns is back

    Ideas

    I just have some ideas for a new Friday the 13th game from which I'd like to share: • The first game is so great that it inspired me to think of how it can continue to grow following the next plot of survival, the 2009 installment of the franchise. • Camp Crystal Lake from the 2009 movie as well as the survivors which include: Trent, Jenna, Bree, Chewie, Lawrence, Nolan, Chelsea and Clay Miller. • So this is my plot... the survivors can either find a way to kill Jason and that will end the game closing it with the rescue of Whitney Miller, be brave and search for and rescue Whitney at their own risk in order to unlock a trap place for Jason which will hopefully work in their favor to make it easier to kill Jason depending on how damaged he already is and if it actually works as well as how many players comply with the trap, bait themselves with the trap or fool around 'til Jason kills them. However, Whitney is required to be with you in order to be in the trap place. The trap place would be Donnie's barn. One player can be bait or not while another manages to bury a bear trap into Jason's shoulder. As he is busy with that a player can wrap one end of the chain around his neck while another shoves the other end into the woodchipper, he will slowly get choked. If he brakes free from the rafter that the chain is swung over he will still need to free himself from the chain, but before he does the machete is required to make the final move. Survivors can also use Trent's van only not to escape, but Trent has the keys( if he leaves or isn't there before the game starts both map and car keys will be in a drawer, though in the game mode with time all other players can find a map and car keys / applies only to the game mode with no time.) Players can use Tent's van to escape in the game mode with time though. • As a survivor you can take part in some of your person's roles from the movie, wield weapons available around the map to use against Jason, set traps, and search for Whitney. When fighting with Jason, if close to a weapon you can grab to defend yourself in the situation, you can use it at your own risk. For this option there is a test of strength, for example if the weapon is a screwdriver the player to successfully plunge it far enough to stun or kill the other wins the test. Some of these weapons might cause more damage than all others, but they can only be activated by a survivor while Jason is holding onto you. Also, they are not weapons you can carry, but be wary of Jason's brute strength. When rescuing Whitney she follows the player who removed the cuffs so if you strand too far or die she will stop following, then you or another player can get her to follow again. The last thing that you must know about her is that as long as she is not back in the cuffs she won't appear on your map or radar, but you will see a blue arrow on your radar displaying her location as long as she is not within your circle. Another perk that comes with being a survivor is Officer Bracke, one of the dead players will be chosen. To call Bracke there must be at least one dead player and the live players must call the cops or else he can't summoned. • As for Jason you have two jobs kill everyone and if Whitney escapes you can try to take her back at your own risk. You will be warned when people enter your underground tunnel where you keep Whitney. You can equip the bow and arrow too. It would only be fair that Jason can't morph and shift in the game mode without time although that makes it a fun challenge when there is. Also, his rage activates for about 30-40 seconds but only after he is injured, and it only activates when his mask is hobbled thus slightly healing him( applies only to the game mode with no time.) With that said his rage buff is not available otherwise in the game mode with no time. • The first four minutes of the game should be daytime and the rest should be nighttime. The last thing is that all of the survivors start at the lake house( applies only to the game mode with no time.) Roles: Note: The roles make the game a lot harder to survive alone for the survivors because the new game mode is meant to make players more likely to work together by combining each other's abilities and roles / ( ) no parenthesis means the entire bullet applies to all modes, ( applies only to the game mode with time ) means bullet=time, ( applies only to the game mode with no time ) means bullet=no time, and ( applies only to the game mode with time. / no time.) means it applies only to sentence / if it doesn't say that a player can see another player on the map, it means that they can only see the player(s) that they can see but nobody else • Trent - Trent is an impulsive kind of guy who has a hard time residing with most other people mostly because of it. His special ability is hiding his fear for a short amount of time as well as any other manner of detection that Jason can use against him, but it cannot function when Jason's rage is active. His role is to escape, and since he is the only one familiar with the area he is the only survivor with a map although nobody can escape the game mode with no time. The only maps that any survivor will have access to are Trent's and Bracke's( applies only to the game mode with no time.) If you trust Trent follow him. • Jenna - Jenna has a strange way of changing her personality but it might just have something to do with how she's always in the middle of the conflict. Jenna doesn't have a special ability. Her role is to hinder with Trent and run off with Clay to help him so she is the only survivor who can see Clay on her radar and map( applies only to the game mode with no time.) If you trust Jenna and need to find Clay, follow her. • Bree - Bree likes to have fun with the guys, but when it comes to Jason the fun can get a little murderous. Bree can be used to lure Jason. She can make herself visible to Jason on his radar and map. Her role is to is to stick with Trent although she can't see him on her radar and map( applies only to the game mode with no time.) With that said maybe Trent isn't the one she should follow. • Chewie - Chewie likes to drink and play hockey both of which I doubt Jason likes. His special ability is repairing. This can be used to immediately repair the van when it is damaged as well as the police car. His role is to stick with his best bud Lawrence. Chewie is the only survivor who can see Lawrence in his radar and map( applies only to the game mode with no time.) So if you trust the back seat give him the wheel. • Lawrence - Lawrence is the kind of guy you want around in this kind of situation to give you the signal of when to run and never look back. His special ability is 'sprint'. He has a sprint bar that has to fill up before he can use 'sprint'. His role is to stick with Chewie, therefore Lawrence is the only survivor who can see him on the radar and map( applies only to the game mode with no time.) • Nolan - "AAOOWWWWOOOHHHH!" Nolan can swim as fast as Jason in water. His role is to have fun with Chelsea and he is the only survivor who can see her on his radar and map( applies only to the game mode with no time.) He can use the boat as well as the other survivors, only not to escape. Jason can climb on the boat to attack any survivors on it. Jason will be notified of survivors using the boat. • Chelsea - Chelsea + Nolan= Jason. She can also swim as fast as Jason in water. Her role is to have fun with Nolan and she is the only survivor to who he is visible in her radar and map( applies only to the game mode with no time.) She can water-ski as well as the other survivors. Survivors can fall off if they have a high amount of fear. Jason can pull under and drown survivors while water-skiing. • Clay Miller - Clay is a good big brother who desperately wants to find his sister Whitney. Clay is the strongest of the survivors but even he isn't as strong as Jason. He can come in handy even without a weapon. His strength allows him to do many things of which getting loose from Jason's clutch with much more ease is one. His role is to find Whitney and stick by Jenna so he is the only survivor who can see Jenna in his radar and map( applies only to the game mode with no time.) • Officer Bracke - Officer Bracke is a brave cop. He equips a handgun, taser, and a nightstick. He also has a map. His role is to rescue the survivors, therefore he is able to see all of them in his radar and map. Bracke has the keys to his police car, him and the survivors can use his car only not to escape( applies only to the game mode with no time.) Bracke and the survivors can use the police car to escape in the game mode with time though. I know that I might have gotten a little carried away with this but it shows how much interest I have in this game. Anyway its just my idea.
  14. https://www.youtube.com/watch?v=Iz6e-64mj2Q Provided the link above.. I believe that the game play should change a bit camera wise.. if you look at the alpha camera.. for both Jason and the counselor you can see that it's 10 times better than what we were given in the final product.. I would like to see this come back.. as I feel it would give Jason a more menacing look and feel as well as better feel to the game play itself.. I believe that the devs should release some sort of beta.. test with the game.. with these types of camera to see which game play feels far better..
  15. After reading these threads: http://steamcommunity.com/app/438740/discussions/0/162172617956866431/ http://steamcommunity.com/app/438740/discussions/0/1621726179571067292/ I had an idea for something extra to get the sweater to work: How about a news article that must be found with an interview of Ginny from Friday The 13th Part 2? As I wrote in the second thread it would seem to fill in a blank of what happened to her and would add a method of the female councilors in the game knowing how to use the sweater instead of just putting it on suddenly and Jason bows down to be killed by Tommy Jarvis. It makes Jason harder to kill and adds another thing that must be found. Thoughts on this idea?
  16. Tanya Cox "Tiffany's twin Sister" we decided she would be based on the first twin that was killed that while had to keep up with tiffany, she was a little smarter than her sister. She would wear the same start up clothing as tiffany of course, but then you could give her, her own colors or the same up to you guys. Maybe a future costume could be a pajama outfit she wore in the movie. She would also have a different hair style, they are twins but they need a hair style that picks them apart. Composure 6 (but can be fixed to your liking as she is shy) Luck 2 (because she gets turned down by a guy in the movie) Repair 4 or 5 (because she is a tad smarter than tiff is) Speed 5 or 6 Stamina 6 or 7 (because in the movie she had to keep up with her sister) Stealth 4 (because she gets killed first off) Strength 1 (because shes weaker but smarter) In other words a weaker, but slightly smarter twin sister for Tiffany. I've only edited the hair since she's a twin
  17. Hope to use this for things that wouldn't be considered an overhaul of the game but more of an update on some features already in the game. While some will obviously be larger changes hoping most are realistic and achievable in terms of code/script loads and a production standpoint to improve on features already pretty solid without complaining too much. Would rather it be a more constructive suggestion/feedback list. First one: When getting perks we obviously have the Plus and Negatives displayed as a percentage but it would be a worth while idea to have another bar in each of the Counselor stats that actually show what the perk does to the corresponding stats they effect. So having something that E.g. has a stamina buff but speed nerf actually appearing on the respective bars would be an idea to have it when you equip that perk it's displayed as a blue notch and you get a better idea of what it is actually doing for/to your character. Terms of cost it would need a U.I. update, possibly some code .cpp changes then handled by metadata would be required for this. Then again it would maybe just need the U.I. and metadata to display the percentage that is already handled by the perk itself to show it. Not sure if this has been in yet. Apologies if Duplicate.
  18. an Idea about other things besides knives like Jason's harpoon gun.. basically it would have a shot fire.. and you'd have to find other harpoons on the map but can only carry one at a time. Other Ideas, are arrows and such, as he used these things in part 3, part 8, and etc.
  19. Do you all think if we we're able to create our own counselors, it would create more immersion in the game? I think it is a great idea! Here's a post on Reddit with facts of how this could work:
  20. I play on xbox one and have been level 101 for a couple weeks now. I think it would be a great idea to add a type of prestige system to the game, so that players that hit max can still level up. I have still been active on the game and enjoy playing with my friends, but miss leveling up. This would also be beneficial to players that are still looking for perks that they want because of the CP boost you get every time you level. Please post any ideas for icons to put next to the level. I think it would be cool to put different Jason masks next to the level. Big fan of the game and series add me on live if you wanna play. GT: BomBarton Counselors killed: 1089 P
  21. Map Ideas: The Hospital from Part 5. The Ship from Part 8. The Spacecraft from Part 10. The town Springwood from Freddy V. Jason. Characters: Play as any character that was a killer in one of the movies. Basically have a killer for each Jason movie. Spawns: Don't spawn in or around Fuse house. Anyone worth their wit goes directly to fuse house as Jason and if you're spawned there and they aren't reasonable you spend 20 minutes spectating. Possibly make it to where Fuse house isn't on Jason's map, that could fix this issue. Also perhaps taking the cars off of Jason's map until they are started or he marks them in some way. I know people want to lower Jason's abilities because he is so OP, but I think removing these things from his map would create great balance. Ideas: Have at least one pocket knife per trap Jason spawns with. If it's the Jason with 7 traps, there should be 7 knives. Maybe work on Jason's ability to block flares and firecrackers and perhaps work on his grab range, it's pretty crazy. Counselor swing should not be canceled by Jason grab. Perhaps force more water interaction as in place propeller or gas or the boat itself on an island in the lake so Jasons with better water stats are used because counselors are forced to get in the water. Also with that, give the counselors some type of defense in the water. Maybe make each Jasons music different to add a little fun, like dueling banjo music for Part 2. haha I doubt this will be read by the developers but I do think this is a list of some pretty good thoughts. I constantly think of more ideas for this game and they aren't all about me getting angry and making it easier, some are creative. Thanks for the game though. Literally the only game I play and the reason I even bought a new gaming system. Greatest game I think I've ever played.
  22. In 1985, friday the 13th game was made for the commodore 64 . the goal of the game was to find the killer before every camper was dead. well what if this mode was remastered,How it goes would be the players choose between pamala(jasons mother) or roy burns( imposter of f13th part 5) the one who becomes pamala or roy has to kill secretly act like a camper while killing them. now what is special about this mode is that the board that shows the players won't reveal who died. the original game of escaping is still going but you have to be carefull who u are walking with. there will be a special dagger(the one that sent jason to hell in part 9) a camper can find and try to gess who is roy or pamala. if he chooses wrong, they will be sent to hell for getting this wrong. if they get it right it will show an animation of the killer being dragged to hell like jason did. now lets say if the killer is never identified and everyone but the killer is dead, a cutscene will show the remaining camper taking off his/hers disquse and seen walking out of crystal lake (or any other map) the last thing you see much like how you see pamala's head at the end of every game will be replaced with the face disquise they used on the ground. The mode's name will be called (Into the Flames)
  23. 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.
  24. The three basic maps we have continue to be fun and enjoyable, but if new maps don't start popping up soon, they will become increasingly stale. I've posted up ideas for new maps before and I may move them here, but I am interested in what can be done to make current (as well as future maps) have higher replay-ability. 1. More Randomization. Generally speaking, the majority of cabins on the map remain in place. There are a few that vanish and reappear depending on the map generation. It would be nice if more buildings either moved or changed prior to every match. There certainly could stand to be 2-3 more interior layouts for cabins. I understand that the hallmark houses, such as Packanack and HIggins Main, will remain the same. It would be nice to see the phone house potentially be ANY cabin on the map; not just a specific 4. 2. More Vehicles. A couple new escape vehicles might be nice to throw into the possible rotation of two vehicles + phone. I like the idea of a motorbike (perhaps a nod to Roan's bike). The motorbike could seat 1 person and require the front tire. Make it the noisiest vehicle; comparable to noise blips seen by Vanessa swimming full out in water. If you wreck it, you can get back on it. If Jason hits it, it is trashed and cannot be used. Make it slightly slower than the car to balance the fact it can zip through the forested areas with ease. Also make it so the front tire can spawn ANYWHERE on the map (to include tent campsites - let's put them to use for searching shall we, or next to buildings, or inside buildings). A van option that seats 6 could also be neat. 3. Special Characters. What if a call for help doesn't always bring in Tommy? Maybe you get some other hero character from the movies. Different strengths etc. It would also mean the only way to kill Jason is if someone got Tommy in the match. Would definitely make the achievement harder. 4. Dynamic Weather. Howling wind that obscures proximity voice range. Pouring rain that lowers noise detection and voice range; also obstructs visibility. Banks of fog; especially near the lake or on the lake which obscure visibility. Is there anything else (Map Specific) that might make the game great and increase longevity over time?
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