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Found 19 results

  1. Currently, this game has only one known upcoming counselor clothing pack DLC releasing with the new engine update, and that is the Pajama & Lingerie Clothing Pack (based on the leaks). But I want to propose a new idea the dev's could consider related to clothing DLC. As we all know, the Friday The 13th series features A LOT of characters, a small group of them are considered to be iconic such as Melissa (an upcoming counselor-- Presumably edit: NOW CONFIRMED), Trish Jarvis, Jimmy, Crazy Ralph (who unfortunately will not be making it in the game as a playable character--which was confirmed by Gun Media), and more. Then there's the slightly less iconic characters that ARE known, but aren't exactly popular. We all know for a fact that Gun Media cannot add every single character from the movies into the game, that's why I'm proposing an idea to allow characters to wear outfits of either the popular or "known" characters from the movies. NEW COUNSELOR OUTFITS/MODELS: Deborah Kim [The Bookish Girl] as Eva Watanabe (Part VIII - Jason Takes Manhattan) Vanessa Jones [The Athletic Girl] as Julius Gaw (Part VIII - Jason Takes Manhattan) Mitch Floyd [The Stoner] as Wayne Webber (Part VIII - Jason Takes Manhattan) Chad Kensington [The Preppy Guy] as Robert Campbell (Part IX - Jason Goes To Hell) Jenny Myers [The Girl Next Door] as Alice Hardy (Part I) Note: Alice Hardy most likely won't be making it into the game as an individual counselor because Jenny Myers has the Final Girl Trope. *Could make use of the colors to make a reference to Laurie Strode from Halloween as a little easter egg. Tiffany Cox [The Flirty Girl] as The Moore Twins (Part IV - The Final Chapter) Note: Originally I was going to give Tiffany Terry's outfit from Part II, but we have too many carnal outfits for Tiffany, we need to change things up. Brandon "Buggzy" Wilson [The Jock] as Ben MacNeal (Part VII - The New Blood) Adam Palomino [The Edgy Guy] as Eddie McCarlo (Part VII - The New Blood) Kenny Reidell [The Head Counselor] as Barry Jackson (Part I) Melissa Paur [The Mean Girl/The Catty Girl] as Robin Brown (Part V - A New Beginning) Note: Melissa is presumably coming to the game based on the leaks provided by the community, we also don't know her official trope yet because she hasn't been officially announced by the devs. I based her outfit on Robin Brown because during this scene, Robin had that preppy look almost similar to Chad. So I had to give Melissa this look. Edit: NOW CONFIRMED A.J. Mason [The Rocker Chick] as J.J. (Part VIII - Jason Takes Manhattan) -I would like to request that you guys could help give me outfit ideas for: Eric J.R. Lachappa [The Nerd] Shelly [The Prankster] And Fox [The Biker] Also, after further reviewing, I've noticed that a lot of these outfits favor Jason Takes Manhattan for the outfits. I apologize but, JTM is a pretty good movie regarding the clothing. Part 6 is the worst w/ iconic character outfits, which is the only movie I haven't touched (other than Jason X and the remake.) Tell me what you guys think about this DLC below! Would you like this to be implemented into the game? -Update 3/25/18- @bewareofbears gave me an interesting idea, which is to NOT give the counselors the clothing these characters wear, but rather give them models that look EXACTLY like these characters, which will: 1) Please the fans EVEN MORE 2) And solve problems with Counselor Clones I like this idea a lot better than my idea with just giving the counselors the outfits of these characters. Some of these models would then need new Voice Actors, because seeing a Julius running around near Jason and screaming "Help! Oh God!" in Vanessa's voice would be pretty awkward. Fox [The Biker] as Ali (Part III) Shelly [The Prankster] as Shelly (Wet Suit Attire - Part III) Note: We couldn't find anything great for Shelly, so we decided to give him his Wet Suit from Part III (the outfit he died in.) Unfortunately, this outfit will not give Shelly a model change, unless you guys can come up with something that will change that. @JasonLives86 is credited for suggesting this. -Update 3/28/18- I was trying to find a way to revive this thread somehow, because it actually took a while for me to come up with these ideas and I don't want these ideas to end up halfway lodged into the void of other threads, Until now. I came up with a few new ideas: NEW COUNSELOR WEAPONS: Large Kitchen Knife/Hunter Knife Variant (Part VIII - Jason Takes Manhattan) Stats: STN - [1/4 - 2/4] (Special) DMG - 2/4 DUR - 3/4 Regular Attack (Mouse 1/R2/RT): Regular swing of knife; short lunge range. Combat Stance Attack (Combat Lock Button + Mouse 1/R2/RT): Counselor sprints at Jason with knife in stabbing motion at Jason's forehead; Infinite lunge range (Consumes stamina) Stun chance increases by one. Successful stun has a 1/8 chance of causing Jason to fall to the ground while stunned. -Lunge is similar to how Pamela Voorhees does it in the gif above (Of course without the murderous intent.) Spawn Location(s): - Kitchen Areas - Tents Note: Large Kitchen Knife or a Hunter Knife model can be used for this weapon. Broken Boat Oar (Part I) Stats: STN - 3/4 DMG - 1/4 DUR - 1/4 Regular Attack (Mouse 1/R2/RT): Regular swing of paddle; bat lunge range. Combat Stance Attack (Combat Lock Button + Mouse 1/R2/RT): Regular combat stance bat animation attack. Spawn Location(s): -Docks/Areas near water Laser-Sight Pistol (Part VI - Jason Lives) Stats: STN - INFINITE DMG - [0/4 - 1/4] (Depends if it's a head shot) DUR - One Time Use - Flare Gun and Shotgun Hybrid weapon. Laser appears on target when aimed. Hybrid Hitscan and Projectile weapon (Shot will be a REALLY fast projectile, almost acting like a Hitscan weapon.) Note: Players who get head shotted in Private Lobbies by the pistol will instantly die. Body shots will damage them to halfway of limping. (a hit from Jason would limp them) Spawn Locations(s): - Archery Range (Crystal Lake) - Main House(s) Giant Shovel (Part III & Part VI: Jason Lives) STN - 3/4 DMG - 1/4 DUR - 3/4 Regular Attack (Mouse 1/R2/RT): Side swing animation Combat Stance Attack (Combat Lock Button + Mouse 1/R2/RT): Overhead strike (bat combat stance animation) - Holding Animation: Counselor will wield shovel with both hands (Similar to how Part VI Jason does with his spear.) Spawn Location(s): - Barns (Higgins Haven and Pinehurst) - Outdoor Table areas - Graveyards Pitchfork (Part II) STN - 1/4 DMG - 2/4 DUR - 3/4 Regular Attack (Mouse 1/R2/RT): NEW unique Pitch Fork swinging animation; recovery after missed swing is .5 seconds slower. Combat Stance Attack (Combat Lock Button + Mouse 1/R2/RT): Frontal thrust of Pitch Fork (like how Part 6 and Savini Jason does in Combat Stance) @SmugDoka is credited. NEW VEHICLES: Mrs. Voorhees' Jeep (Part I) Seats Available: 2 Ginny's Car (Part II) Seats Available: 2 Note: There's a model of a car in the files very similar to Ginny's car (most likely for single player.) I pray to god this is not the final product. Higgens Haven Van (Part III) Seats Available: 6 Note: Because this is a 6 seater, there would obviously have to be nerfs to this bad boy. Nerfs/Cons: -Car starts off with two missing tires, must find two tires and install them on the van using QTE. -Car is slightly slower than a regular car. -Huge size makes it easier for Jason to stop the car. -Starting up the car will take 3 seconds longer. Overall, this would make counselors have to make a big team effort to escape using this method. NEW JASON WEAPONS: Surgical Saw (Part IV - The Final Chapter) Pole Arm-Spear/Nagatana (Part VII - A New Blood) NEW COUNSELOR ITEMS: New Hybrid Item - Hatchet [smaller version of the axe] (Part III) Description: The Hatchet is a hybrid object that has a multi-purpose use, including: - Damaging Jason - Killing Jason (Must be Tommy Jarvis and press the prompted button upon knocking him to his knees) - Destroying barricaded windows NEW - Destroying Locked Doors NEW Stats: STN - No Stun DMG - 3/4 DUR - 3/4 [Special] Spawn Location(s): - Jason's Shack (Will replace the Axe in the Shack.) - Tree Stumps Note: Only two hatchets per map. NEW FEATURE - Destroying Barricaded Windows: The hatchet will come with the ability to destroy barricaded windows. This feature is for players who unfortunately need an emergency escape for dire situations such as Jason placing a trap on all the windows and even the entrance. There are two ways to break down barricaded windows, and they both have different effects: Method 1) Skill Checks: The player can choose to break down a window by using skill checks. The skill checks are based off the score of your character's strength (Strength Skill Checks.) Using this method will generate small sound pings while your character is swinging, your character will swing for every time you successfully trigger a skill check, failing a skill check will cause a moderate sound ping to occur. Method 2) Swinging: The player can choose to break down a window by regularly swinging at the window. Swinging will cause loud pings to occur (like the pings from a radio.) Damage caused to the barricaded window is based off the character's strength. Note: Both Methods will actually drain the durability of your weapon, but will not break it. NEW FEATURE - Destroying Locked Doors: We all have those crappy moments when someone decides to lock the door and leave the room when there's a gas can or a battery (or a fuse at the worst.) SO! The hatchet will actually break down locked doors! With some catches though... 1) Breaking down a door will cause the hatchet to deplete to the lowest durability possible 2) You can ONLY break it down with Strength Skill Checks 3) Breaking down doors takes a lot more effort than Jason can (Ex: Buggzy has a 10 in strength, so he has to do 10 skill checks; Deborah has a 1 in strength, so she has to do 25 skill checks.) 4) Breaking down doors will cause moderate sound pings, finally breaking it will cause a Loud sound ping. @Cokeyskunk is credited for enlightening some ideas into my head about the hatchet without even stating them. I might actually consider giving these features to the regular axe as well... Hammer And Nails (Part IV - The Final Chapter) Description: The Hammer And Nails will provide additional defense against Jason breaking down doors. -Grants 2 additional hit points to doors, Rage mode negates the effects of the defenses. Use: Utilizes a QTE to place nails on door. Size and Speed of skill checks are based off of Composure. Jason will not be alerted if the counselor misses a skill check. A mistake will cause the skill check to go reverse by one. Spawn Location(s): - Workshop (Crystal Lake) - Tables in Cabins Misc. Jason: New Ability - "Nimrod's Hurl" (Part IV - The Final Chapter) Description: Jason has the ability to grab a counselors weapon and throw it at great force to damage a counselor. Depending on the Damage stat of the weapon, this could cause counselors to become badly wounded from the weapon throw. This could be used as an alternative to one of four of Jason's abilities that are unlocked as the match continues. The damage caused by the thrown weapons would be reduced by 40% for balancing purposes. In addition, if a counselor were to be hit in the head by a thrown High Stun weapon, they would then receive a Vertigo effect where their controls are inverted for a couple of seconds. There would also be a slight hint of aim assist when Jason throws the weapon. Cooldowns: Normal - 25 seconds Negative (-) - 40 seconds Positive (+) - 15 seconds New Ability - "Iron Cranium" (Part VI - Jason Lives) Description: Jason will have the ability to resist a lot of stun and minimum damage. This could be use as an alternative to one of the four of Jason's abilities that are unlocked as the match continues. When the ability is used, Jason will be 30% slower and receive 60% stun resistance while additionally receiving 20% damage resistance. This could be a great ability for players who struggle against medium-large groups of counselors, along with chain-stunning. Cooldowns: Normal - 30 seconds Negative (-) - 40 seconds Positive (+) - 20 seconds New Environmental Kill - Fire Poker Stab (Part III) Description: This kill is an alternative to the Fireplace (inside building) kill. In order to activate it, you must activate the prompted button and HOLD the button. New Environmental Kill - Ice Pick/Awl Stab (Part II) Description: The Ice Pick/Awl is an environmental item that can spawn like the Knife, Screwdriver, and Boombox. The item can spawn in cabins. @SmugDoka is credited. New Kill - Guillotine Filament (Part II) Description: Jason grabs a Garrote Wire and strangles a counselor. -Unlocks at Level 130- @SmugDoka is credited. New Environmental Kill - Shattered Glass Puncture (Part VIII - Jason Takes Manhattan) Description: Jason breaks a glass surface and proceeds to stab the counselor with the shards. This environmental kill can be located on areas with mirrors (The bathrooms in Crystal Lake) or as an alternative with the window kill (hold the prompted button to activate the kill.) @SmugDoka is credited. New Environmental Kill - Jarvis House Window Toss (Part IV - The Final Chapter) Description: Jason tosses a counselor outside the hexagon window structure, killing them upon impacting the ground. Counselors can also use the window to jump out using their own will. Both window exits use the animation in the gif (The counselor will get up after they hit the ground if they jump out.) @SmugDoka is credit. Misc. Counselors: New Cassette Tapes - The Shepard Tapes (Part VII - The New Blood) Description: The Shepard Tapes is another collectible for counselors to explore the life of Tina during her early adolescent ages to her late teens. The tapes include commentary from Doctor Crews, along with tapes of dilemma such as the wreaking of havoc. These tapes can be found hanging on any trees during the matches (they don't spawn every match just like the other tapes.) There is a total of 15 tapes to be collected in the Shephards' Tapes. New Radio Song: Part III Opening Theme (Part III) Note: Would work well w/ Lazaurus Disco Room Model Update - Fox (A Skin Tone-Up) Comment: In the game, Fox's skin tone isn't accurate to how Gloria Charles' skin tone was in the movies. Fox and Shelly's in-game skin tones are very similar with the difference of Fox having a more tan hue to her skin. The only reason why I can understand that she's lighter in the game is because her face is the most lightest part in the films, however, looking at the skin apart from the face shows a difference in skin tone. Hopefully the devs consider slightly toning her skin to accurately represent Gloria Charles' in the movie. Some people may even find this disrespectful considering the fact that she recently died. The skin tone should be moderately lighter than the skin of Vanessa or Brandon/Buggzy. Edit: NOW I think I see why her skin tone is like that. I apologize though, but do you guys think I needs a slight tone-up? New Skill Check - Strength (Part V - A New Beginning) The Strength Skill Check is used for the current following: - Breaking down doors - Breaking down window barricades Additional Info: Strength Skill Checks will NOT take the form of the wheel-type prompts, but rather on-screen button quick time events like this: The prompts gradually get faster for each successful skill check triggered. New Combat Stance Ability - Duck! (Part I) The counselor can toggle combat stance and can press (O/B/Ctrl) to quickly dodge a horizontal slash from Jason by ducking at no stamina cost. Feel free to give suggestions and comments guys!
  2. Pranks, fun things to do while waiting to be brutally murdered. These aren't ideas to change the core mechanics of the game, just fun things that could be used to add items and interactions to the world of F13. Not all of them are meant to be pulled on Jason, some are for counselors to do to each other. One in particular might require a lot of work, and could effect balance but maybe it's worth discussing anyway. The Classics - Pranks from the movies, others that everyone knows about from pop culture. The Bucket Prank This prank doesn't hurt the person that it happens to, a bucket or open paint can is suspended over a door so that as it opens the edge of the door tilts the bucket and dumps the contents on the person entering through the doorway. For this prank to work your counselor must collect the paint can or bucket, and the hammer/nails. Then find a cabin and get to work, the first person to walk through the doorway by opening the door gets covered in paint or water, annoying to be sure but not really harmful. If this happens to a counselor and paint was used/added, maybe they would leave marks behind when climbing through windows. I don't think it would be necessary to do that level of work as Jason has sense, and doesn't track by any form of trail. If Jason hacks down the door the prank is spoiled. The Spider Prank This one is lifted straight from a movie, with a Rubber Spider and thread/fishing line a counselor may booby trap a closet. This is just a cheap jump scare, makes the counselor who finds it scream and step back, then they can hide in the closet. Finding the Spider in a drawer could cause a jump scare too (someone else suggested this, but not sure who off the top of my head). Ted's Jason Costume Part two in the camp fire scene, the prankster Ted appears to scare the counselors in training, he's dressed as wild man Jason with a spear. It could be cool if some closets where open and had costumes your counselor could put on by going inside for a few seconds. Not all counselors would be able to wear all costumes, this costume seems appropriate for Chad or Adam IMO. The spear could be used as a weapon but would have very low durability, or break after a single hit, with a very low chance of stun. It would be cool if the first time you approached another counselor or counselors, the Jason music played, making the players believe he is coming for them, the music would end when you see the prankster. The Tow Truck Prank If bots are ever permitted to be summoned into QP or PM, I'd like to see a tow truck. This is how I picture it working, first you need to find the business card for the tow truck company in a drawer or on a table. Then you need to get to the phone house, it doesn't matter if the cops have been called or not, the phone has to be in working order. If you're carrying the card in your quick select slot that is the number you call, (other numbers could be added later, ambulance could be funny). The tow truck would drive into camp ignoring the goings on and simple drive up to the two seater (four seater if the two seaters not available). Back up to its front end, the driver would get out and set the wheel catchers. Spend about half a minute raising the car up, then walk back to the cab and drive away. This prank could actually be useful as while the bot is out of the cab, you could steal his truck. Which is running and ready to go. Jason could find and kill the driver if he so chooses or he could just let him drive away with one of the escape vehicles. The driver ignores all attempts to get his attention, other than attacks he will defend himself. (This doesn't mean you can't kill him, that is an option) The Tow truck has an extra gas can and battery, on one on each side. This could allow you to repair the car if the driver is stopped from taking it. If an ambulance is summoned instead the paramedic will use health spray to heal up the counselors but the ambulance itself isn't useful for escape as it gets a flat as soon as it stops moving. Don't want to give the kids to many advantages at one time. The paramedic won't leave the ambulances general area, he's scared of Jason getting him. Savini's Trick Shot Only doable at the archery range, your counselor interacts with a bow and single arrow that has been left out on a hay bale or railing. Hit an X prompt to pick it up and aim it out over the archery field, your counselor can then shoot it at a target, fellow counselor, or Jason. After the victim suffers a tiny jump scare stumble the shooter yells "Wanna see my trick shot?" I added this one because of the movie but really it isn't the best idea, don't shoot arrows at people, it's a bad prank. The bow and arrow don't have to be added as weapons it could work like a turret, locking you in place till you shoot or back out. The SledgeHammer (Vietcong surprise, by @Redcat345) Using the hammer/nail and fishing line you suspend a weapon above a door like the paint can. The door is left open as a trip wire is used to set it off, this has a chance to stun Jason but at a decreased percentage, it can also injure counselors who run through it. This prank can be deadly in real life but in the game it should do minimum damage, so as not to be a troll favourite. Playing Possum with Fake Blood A kit that lets you quickly make your self look like a body and lay down. In the drawer it would be a tube of fake blood, after finding the spot you want to hide at you activate the quick slot and your counselor squirts the blood on themselves and falls to the ground. This lasts until you use the prompt to get back up, once back on your feet you can't lay down again without another tube. It uses your counselors stealth stat to determine how long you can go without being sensed, rage negates its ability to hide you from sense. If Jason is close by you still have a chance to give yourself away using the same system as hiding under a bed. Mostly this would be to freak out other counselors, by standing up when they think you're dead. Fire Extinguisher This prank makes use of the fire extinguishers that are placed around the map, working similarly to Jason kill points they can be rigged to make a smoke cloud that Sense doesn't work in, but dissipates quickly. The effect should last for about twenty seconds or so, and require a trip line to activate. This doesn't stop Jason in anyway, he can still move fight and grab, it's only good for running away or surprising other counselors. Item: Bucket or Paint Can, carried in your weapon hand, see above. Hammer and Nails, occupies two quick select slots, for securing objects. Spool of Thread, occupies quick select slot, heavy black thread that can be used as a trigger line. Fishing Line, occupies a quick select slot, can be used in the same way as the thread. Rubber Spider, takes up one quick use slot Fire Extinguisher, if added as a weapon it could blind or if a Co2 extinguisher it could slow whoever it is sprayed on temporarily. I would actually really like this as a weapon, it should be fairly close range and have three uses. If sprayed Jason moves at slow walking speed for five to ten seconds, enough time to save someone but not enough to piss anyone off to bad. Drawers - The drawers my need to be modified so they don't close when you leave something behind, that way counselors can just glance down to see what's inside them. It never made much sense to me that counselors take the time to close drawers after seeing a map they don't need in it. This is one of those ideas that need to be tested to see if it has unforeseen consequences. It may not be easy enough to see what is in a drawer, if the power is out or some other effect like lens flare interferes. The drawers could also be modified so the item sticks out after it is left open. I have a few ideas for the battery or gas but using these in a prank/trap might be to unbalanced, even if you can take them out again, the time lost would be annoying to a lot of people. If anyone thinks I should add them anyway let me know, this is getting a bit long, so I might added more later.
  3. ● Make more cells for skills for counselors and give them one cell for item like (knife, sprey or firecrackers) in the start; ● Make one or two police officers when you call the cops as a support, like Tommy Jarvis (Like cops from part 6); ● Do so that the ability "Sence" can watch through the objects only in the side where looks Jason (Not a player) like a flashlight in "Alan Wake"; ● Fix bugs with Jasons traps, when i play as a counselor i cant disabling it; ● Make animation when Jason teleporting or start shifting.
  4. Earlier I was playing in a QP session with a full room. 4-5 appeared to know one another, which was cool, and usually means several matches without quits. My problem started though when I realized that items like the fuse, the propeller and gas can couldn't be located. Upon looking at the map I see all 3 items located in the same location.......... Jarvis House. Having already located and installed a battery, I chose to make my way towards the JH and ran across a walkie in a drawer. I pick it up and can now hear the other councilors talking about how Jason is gonna let them kill him, so now I'm figuring I got time. Jason isn't hunting. I go to the JH and make my way upstairs trying to locate the gas. I get up there and find all the bedroom doors locked from the inside with nobody in them. Some asshole dropped the prop, the gas and the fucking fuse into different rooms, locked the doors and either quit or jumped from the second story windows, thus leaving the items trapped behind closed doors. The group fucked up killing Jason, wasting the sweater & stun combo, so he kills everyone around him and I end up surviving with time running out as Jason looked for me. This happened TWICE IN A ROW!! Same guys, Same circumstances. I really REALLY hate some of the people that play this fucking game!!
  5. Should all Pocket Knifes be deleted from the game? Make this Game Pocket Knife FREE? In my last forum I only gave my opinion and only wanted to hear everyone else opinion. I gotten nothing but a WAR and everyone arguing with each other. I read some of the comments and both sides actually have very good point on why they should have left the Pocket Knifes alone & Why they should make it less Pocket Knifes... But now, for those that wants less pocket knifes in the game is starting to make it sound like there shouldn't be Pocket Knifes at all and the game will be perfect that way. Let's Make A VOTE
  6. At launch you could search through several houses and find nothing of use besides a weapon. Each match consists of endless searching draw after draw, it's a bit bland and extremely repetitive. With the new update scaling back items we've run into the same issue. The problem isn't the total amount of items its the limited quantity especially on these huge maps. I have two suggestions to fix this along with some examples. First, items should be also be found outside cabins and drawers more consistently and within Jason's cabin. Campfires are great, but how about spawning items along the beach (not just when someone escapes or dies), within the forest, along the road, etc. Increase chance to spawn @ specific locations dependent on the item. So, it's likely we will find a wrench in the repair shop and a flare gun in the boat house as opposed to in the forest on the ground (though there should still be a very small chance that makes it possible). This makes searching feel a bit more like searching. You're looking around the cabin for anything useful (besides objective items and weapons). There should be an abundance of items that counselors need to decide what to keep and what to leave behind. Second, itemization needs more variety in the game. There are very few items to be found within the campgrounds and the newly introduced towns (Jarvis Residence & Youth Center). Counselors search endlessly (and frantically) through cabin after cabin just to find... well nothing now. A whole town with nothing to equip yourself to escape or fight - seems a bit silly. To give you a better example of what I'm thinking about here are some simple examples that I would hope (though I'm an expert by no means) easy to implement. Generators: Counselors can attach Generators to Electricity Boxes before they are broken to keep the power on for an additional amount of time after Jason breaks the box. Perhaps this causes the lights to flicker (as it does when it's destroyed) while in use. That can make for an interesting chase and kill, eh? Backpacks: Increase Inventory by 1 - 2 slots or ability to carry boulders with less speed penalty Toolbox: Counselors can repair the radio with a toolbox. Rosemary Beads: Counselors are able to hold their breath much longer and do so quieter. Also prevents sense detection for 30 seconds (can be used outside or inside) Epi-Pen: Increases Counselors top speed by a specific number for a short period of time (3-5 seconds), after 1 minute your max stamina is reduced for an additional minute Scissors: 100% increase speed to escaping Jason's grasp, after 1 minute your max stamina is reduced for an additional minute Hammer & Nails: Adds defense to barricaded doors for an additional swing from Jason. Prevents an undamaged door from Rage Mode. Lanterns: Place able light object that illuminates a small area reducing fear for 30 seconds for those in range for its duration. Boulders: Reduces overall top speed significantly but can be used to destroy bear traps. Firewood: Increases Campfire light radius and temporarily reduces fear but effect is lost very quickly outside of its radius. Compass: On use it reveals the location of cops may arrive from, with a % chance to be inaccurate. Flippers: Silly, but I was trying to think of something that would increase swimming speed significantly. Life Vest: Like a pocket knife for the water, prevents one drowned death from Jason. Bandages: Increases top movement speed when limping. Road flares: Player made way points that are put on the map for other counselors. Crowbar: Grants the ability to unlock locked doors (not barricades) As you can see, none are game breaking - but allows for a more dynamic game play experience from a counselors perspective. Yes, Jason should have an advantage but as players we spend 90% of time playing this game as a counselor so there should be more ways for us to play. My goal was to create ideas that are focused on escaping Jason and not fighting. These items should all be consumables like everything else. The update is fresh and fun, but overall the game is still a bit stale and now that there is less to do than before. Thoughts?
  7. Well we'll, for a start Jason can now grab people up hills and across rooms again, can catch up to normal jogging people now if he's a runner. These aren't to bad apart from the hill thing, I used to deal with that when Jason could grab even further. Most houses, draws and campsites are a big time waste/sync now as they are mostly empty 4 cabins 23 draws 1 radio 3 maps 1 first aid spray in a bathroom. Lots of nice views but just plain open spaces now there's no things spawning in camps hardly. You only reduced weapons to make it harder for Tommy to find an axe\machete for the kill now, clever without saying it. The new map is nice but as said with the lack of items its just boring and empty now. Finally all tonight there's been people helping Jason on ps4 a LOT 2 grabbed and wasted the sweater right away, some helping so Jason pops up on us now, which is no longer great because of the lack of defence items. If this is the new Meta your going to lose a lot of counselor players which is 7 people per round rather than 1 now meaning your going to have 7 people leaving rather than 1. You'll now only get hardcore veteran people left playing after awhile now meaning you'll get Jason's crying out again when they can't kill again you may as well totally remove all items at that point. Find a midway ground between what you had before and now else you'll lose more and I don't want this game to die
  8. I've been working on a mock expansion for the game every now and again in my free time. As "features" are completed, they'll be added here as both suggestions and examples of concept. Please enjoy. Misc. Placeholders: More to come! *Similarity to any other previously offered suggestions is purely coincidental.
  9. Hey Devs, I play and enjoy F13 since the release. First I want to thank you for this epic game, it is so much fun. Accross the last half year there are some points in this game, that could be much better or more balanced. Here are some Ideas: Teamdamage: Just like it was before the teamkills were removed. But just add the teamdamage back again. So conselour can cause damage to each other but cant do this until death. Because, if you play as Jason and grab a conselour other will try to release the grabed one by hitting everything. So Jason should use the grabed one as a shield. so everytime the other conselour try to release the grabed one, they need to hit Jason to do not cause damage to the conselour. It makes the fights more intense and help Jason a little more to fight vs a group of people who randomly hit on everything thats moving. But you cant hit each other until death. so there is a 1% HP border that conselour cant cross and kill. Only Jason. It would be better to act more carefully as a conselour. Improvement Walkie-Talkie: I think to get the game a little bit more difficult for conselour you should hide the droped objective parts on the map for all conselour until they pick up a walke-talkie. This would make sense, cause how they know where the parts are without communication. And it would motivate player to pick walkie-talkie up. At the moment if you dont want to teamplay, there is no further reason to pick this item up. Map: The map need to get a "Fog of War". At start without walkie-talkie, the conselour should see other conselour only in the range of the minimap or range of voice without walkie-talkie. The rest of the map activities are shadowed. If they pick up a walkie-talkie, they are able to see other player on the map including the droped objective parts as in the topic before. Much better would be that there are no conselour on the map to see. to avoid player teaming with Jason to reveal positions of other player. But it will be minimized be the point before. Additional Perk and Item Slots: As a hardcore player I want some rewards for high levels. My suggestion: Level 100 unlocks a 4th Perk Slot for each character of the account. Level 150 unlocks a 4th Item Slot for each character of the account. Jarvis Map rework: The Jarvis map is beautiful, but not well balanced for the game. It should provide 2 cars and 1 boat. The two main houses needs more focus. maybe put the phone alway in one of the two. the size need to shrink a little bit. not like the small maps. just a little bit. They ways between the camps are to long. the midle part with the mountain is too big. More F13 Music scores: I love the movies and i love the music. Maybe it is possible to add more randomly played F13 Soundtrack during the rounds. there are a lot of brilliant titles of part1 , part 2 and part 3 that are missing on this game. Maybe it is possible. Also the Radios on the map should include the metal song again. By activate and deactivate should switch the music track of the radio, like it was in the early version. Now the summer track is on the radio only and the metal track only in the car radio. Savini as Random at level 150: I know I know, this topic is old and hellpain since day 1. But, I think to keep Savini Jason alive in this game, is to unlock it to other player too. They guys who payed the 65 bucks for this kickstarter reward did their job well and helped the projec to get real. thanks for that ! But many of them are not play this game anymore or to less. So there are nearly no Savini Jason anymore in this game. How about this? You unlock the Savini Jason at Level 150 in the "Random Pool" of the account. So there is a small Chance for player with level 150 to play as Savini if the select random as Jason. I think this will be fair because people who play until this level 150 are enthusiasts and deserve the same honor as people who payed just 65 bucks and maybe stop playing after 2 or 3 months. If you want to reach this level cap, you need to play this game and you need to play this game good and fair. This is good for the community and the game if people really can earn a reward for playing this game long time. These are some suggestions. Thanks for reading and I wish some feedback. Thank you
  10. I know some people might not like the idea but if Twitch did allow their logo to go on some shirts or something in game for the counselors would you want a shirt or even a Jason wearing a Twitch shirt? I mean NES Jason is already purple, you could put the Twitch logo right on his back lol I honestly would like to know what you all think.
  11. I was watching a stream yesterday and the guy who was playing as Jason got stunned with a pocket knife 5 or 6 times! Don't you guys think this is an overkill? In my opinion, we should limit them to 3 per match (especially after the trap stacking nerf).
  12. I have seen people discuss this in regards to the fuse but something i was thinking about to make the game a little more challenging would be if all items/collectibles and weapons spawned randomly all over the map. Rather than having the collectible tapes being solely found in drawers it would be cool to find one just laying on the dock or on a bench by a tent. Same with the repair items/health spray/weapons, i think it would create for a more fun and difficult match if you never know wether you will find an item in a cabin or along the path in the woods or near the dock.I personally think that with the current way that items spawn it becomes more often than not predictable for players to know where they need to look for items to escape just minutes into the match. I hope this is something that devs consider for a future update
  13. I posted this in the wrong place so here it is. I was chatting with some players over the past few days and we came up with some ideas for additions to the game. First, it would be awesome to have a map set on the property of Pinehurst Halfway House. The map could focus on the main structure, but also have a car to escape and perhaps a moped. This would be a great departure from the usual gameplay and much artistic license could be used to construct a larger compound area for the entire grounds of Pinehurst. I also think there could be a "Forest Green" map that would basically just have slight adjustments from the Camp Crystal Lake map but more late 80s and renovated with a few new buildings. Some of the buildings could be inaccessible or boarded up and only have one way in. A total of 6 maps would be amazing to choose from. 7 would be spectacular. Then there wouldn't be a need for any new maps. Next, it would be awesome if another character to come back with once we die. That is, if conditions are met. We came up with one doable idea and another more far fetched one. first, If someone calls the police, a dead player should spawn as Sheriff Garris. This is a fair compromise for getting a second chance like when Tommy is called. I think it would be interesting if a person who dies comes back as a Sheriff Garris once the police are called. That would be very interesting. I also think Jason should get a bonus for killing him. Secondly, another character that could show up would be Tina equipped with unique telekinetic powers. She can stun Jason with her own cool down power. I always thought Tina was such an interesting character. These bonus characters would help with rage quitters who die unfortunately within the first few minutes and leave. If they stay, they could be chosen as either Tommy, Garris, or Tina to come back and help the campers in different ways. Dead players could have 3 chances to return if someone calls them so there's no excuse for rage quitting also, expert Jason's would have another chance to get 3 extra kills and bonus xp for killing the special characters I think it would be great to have 4 more counselors to choose from. Next, it would be great to be able to customize a 30, 20, or 15 minute game. Also, it would be nice to customize your favourite counselor with 3 trait points. Like the perks, those trait points can be removed or added to another counselor As well, I think adding another way to escape would be nice. A moped. You have to find the wheel and the keys and it can seat two people. Lastly, finding a way to prevent the same items from spawning in the same cabins would be a huge help. For example, two maps in the same cabin. I believe all these ideas would help to continue elevating the game, thanks for listening!
  14. So maybe this is nit picky but does anyone else think it's weird that you have to hold the button to grab something out of the drawer instead of tapping it? You would think it would be 2 taps seeing as that's how the window works. Just a thought.
  15. I've heard items that were taken by escaping survivors can wash up on shore later in the game. Does anyone know where on each map they spawn? I've looked and looked with no luck...
  16. Many items, when dropped by players who have been killed, drop below the "floor" of the map, and cannot be retrieved by player still playing. I have visual documentation of all listed experiences upon request, either in a video or screenshot. I have seen a fuse, turned on end (vertical), with just the end protruding from the floor of a deck. I have seen fireworks just barely visible from above a pathway. I have seen a propeller, again, turned vertical, with just one blade sticking up from a cabin floor. I've never seen keys, but it's not difficult to image this happening to that item and not being visible, given the nature of it's small size. Nevertheless, obviously, any one of these items becoming lost or unobtainable, breaks the game. The fuse it an escape, the keys are part of an escape, the propeller is part of an escape.....lose any one of these options, and the game changes completely.....and not to the advantage of most players (counselors). This is NOT an issue of a player leaving with an important item that washes up on the beach. It's not even the same as looking for the player that died with said item. This is finding that dead player with that item....and not being able to recover the item needed for escape. THIS is why it's game breaking.
  17. Hello, As the title suggests just recently when I've been playing as a counselor I haven't been able to find items as often as I used too. Instead of having to search one or two houses to get a map, radio and one key item I'm searching four houses and sometimes only getting a map and one key item like a pocket knife or firecrackers. I'm not sure if it has anything to do with this but I also primarily play as a counselor as I personally don't really care for playing as Jason because I find it more exciting escaping. I understand that its not meant to be easy to get them but like I said they used to be more common before. Now that I'm not getting these safety items I'm finding it very far to escape at all. (As a little side note, within my first house now in around 80% of the games i play I've been getting car keys. Its almost like the game wants me to escape using the car which i have nothing wrong with but before i used to feel like it was impossible to find them. I used to love finding car keys cause that was always the hardest part but now I'm just like i want to get rid of them almost and escape using the police or something) I understand that it's meant to be really hard to escape since Jason is meant to be really strong but I feel like everyone in the lobby should be given an equal fighting chance. I'm not sure if the amount of items on the map has changed or lobbies being full changes the amount of items but something needs to change to help more people escape or at least given a chance to fend off Jason. I don't know if its just me so post a reply if you're feeling the same or have noticed a change in the loot you have been getting from draws.
  18. Hello, I've not found a way to drop items. Has anyone else? For example, I played a game yesterday and had accumulated 3 First Aid sprays. I wanted to drop one for a nearby counselor but I couldn't find a way to. If this isn't a feature yet, is it possible to add it in the future? Regards, Hillian
  19. ive been experiancing this crash for 2 days now and its really annoying now. Basically, i can not play the game properly as everytime i do something (first aid spray, dying, fixing, calling in etc.) it crashes on me. only way i can play is by doing nothing and let people around me do all the heavy lifting and hope the player that is jason melee kills me instead of grabbing me first. Its breaking my heart that this is happening, i love this game and i dont want a good game with potential like this one be ruined. please help me out!
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