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Found 6 results

  1. 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
  2. https://imgur.com/a/0HzwL Update to thread 1 Feb 2018: Pinehurst added. I took screenshots of each variation offline. They certainly are not as flashy and informative as Geekboxing's images (shown here: https://imgur.com/gallery/XzfIF), however I believe that they can still be of some use. Key information such as generator spawns and the phone box location will tell you exactly which version you are on. Knowing which variant is currently being played will also let you know exactly where Jason's shack is. Just be aware that generator spawns may overlap, like it does with Variants B and D on Crystal Lake Small. Just look for the phone box at one spot to know for certain. I did not focus on vehicle spawns because they are procedurally generated every game. They do have fixed locations, of course. Find a map for certainty.
  3. Originally on the Jarvis house residence chad would scream in the intro but it seems to have been removed what happened to it?
  4. Jarvis house pretty map, but this not playable for conselor. For that big map we need more group of cabine, for conselor can survive. Please, look at my variant of this map.
  5. 1) It's nice to have another running Jason. He's good at keeping the pressure on a counselor. 2) He knocks down barricaded doors in two (two!) hits. 3) Killed a counselor with three weapon swings. 4) Some people can deal with the -shift... I am not one of them. All in all, this seems like a great Jason for small maps and a mediocre one for standard size. Your mileage may vary, however, because knocking down doors in two hits seems really fucking good when you consider that specific trait in a vacuum.
  6. Since some maps have their unique kills (Like Higgins haven, where you can spike the players at the graveyard) Will we be getting new kills there?