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Found 6 results

  1. 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!!
  2. Wouldn't it be neat if Counselor objectives were pre-trapped in addition to Jason's starting traps? It's kind of a no-brainer when you play as Jason to go around trapping all of the Counselor objectives first. I mean, in theory Jason already destroyed the Fuse box and cars - right? What if he also trapped them all before the start of the match. Cars = 1 -3 Chance for the fuel tank, engine, and/or drivers seat to be trapped. Fuse box = Trapped. Jason's Shack = Trapped. This gives Jason more time to focus on his objective and perhaps it will off set the extra health sprays and pocket knives. Just a random thought.
  3. Allow me to preface this topic with the fact that I absolutely love this game. After giving it a quick rent to get a feel for the volume of the player base, it was an immediate buy for me. My gaming sessions since have been largely composed of portraying and evading the iconic hockey-masked killer. Even when I tried out the similar title Dead by Daylight, I couldn’t but feel a preference to load up the former game. That being said, this criticism comes from the intention of further improving what I believe to be a thoroughly engrossing experience. So, to the subject at hand, I realize that this has been a topic of debate for some time now, but I’m going to throw my thoughts into the discussion in the hopes of contributing to a solution. Let me start with a brief anecdote of my experience with the issue: Having started as Tiffany Cox (not quite my main, but variety is the spice of life or, as I’m sure you’ll guess to be the impending case, death), I successfully hid from Jason (Part II) in a cabinet despite a high fear level (He cut the power!). Feeling pretty good about myself, I ventured out into the night and found the sabotaged power box. Upon taking a deep breath for confidence (Tiffany being the mechanical savant that she is), I set to work making the necessary repairs to restore power and---success! Continuing on my way, I came across the phone box and, not far away from that, the fuse! Wow (what was her luck stat again??)! All the while, I had managed to avoid further harassment from Jason. Making my way toward the phone box, however, my learning curve kicked in. I decided to look for traps near the objective. Sure enough, my investigation paid off! Now, I know what you’re thinking: “But Blackwater34, did you have a pocketknife that you could use to disarm the trap?” Sure did! But here’s the kicker: There were three traps all neatly arranged in proximity to the phone box and lovingly covered with fallen leaves to await the ankle of a frantic and unsuspecting counselor. What could I do? I wanted to keep my knife for when Jason inevitably showed up. I had to trip the traps one way or another (I mean, admittedly, I could have abandoned the objective, but…really?) and I DID have a med-spray with 2 charges (Gotta love that perk). Here goes! SNAP...spray…SNAP...spray…JASON MUSIC…Combo “Murdered” into submission. Now, from that story, you could probably identify my criticisms of the systems in play for Jason’s traps: 1. Having to use a vital inventory item to thwart a resource that, admittedly, isn’t quite as vital to Jason. 2. Having no recourse in a situation where an objective is positively inundated with traps (when executing certain stages of said objectives requires a decent amount of legwork on the part of the counselors). 3. Jason becoming alerted even when a trap is disarmed without the introduction of hapless ankles (admittedly this wasn’t in the story but this is what I understand to be the system in play). 4. Jason knows where these objectives are, so peppering one with traps is as quick as game-start-morph. So, at risk of being remiss in my criticism of the issue, I propose my solution: Let counselors disable Jason’s traps as with any other bear trap. I do not believe this would in any way mitigate the lethal nature of the resource save for the aversion of rendering objective locations absolutely inaccessible. They are already camouflaged decently well (in exterior environments) and are easy enough to overlook. If a counselor is cautious enough to check for them at vital locations, he or she should be rewarded for his or her better judgment with the opportunity to crouch (thereby avoiding a dead giveaway interaction icon for anybody just wandering about) and disarm them while, at the same time, remaining vulnerable to Jason in taking the time to do so (just as with the other traps). Well, my 2 cents become 20 bucks, but I think you get the idea. I would thoroughly enjoy constructively discussing this topic with anyone who has been likewise been affected by the issue or who is a genuine advocate of the mechanics in place. If you read this far, thanks for taking the time! If you’re looking for the tl;dr, scroll a bit more: tl;dr : Jason’s traps at times render objectives inaccessible to counselors despite the pocketknife disarm system. Possible solution: Allow counselors to disarm Jason’s traps in the same way they would any other bear trap.
  4. One of the major problems in the survival horror games like Friday the 13th Game and especially Dead by Daylight (using it as an example) is that the killer camps the objectives, like Jason putting 4 traps by the phone box and effectively patrolling around the vehicles. Which kills the fun for the rest of the 8 players. So what I propose is make the objectives invisible on the map like the car/boat and phone box for BOTH counselors AND Jason, and make the vehicles more randomized. The power generators should be on Jason's map, but not for the counselors, since knocking out the power is kind of Jason's thing, but by removing the objectives on the mini map, this forces all players, including Jason to roam around a lot more and not just directly at the objectives -- which makes it a tedious camp-fest (pun not intended). When a counselor fails a skill check on repairing a vehicle or phone box, then it should appear on Jason's map, or when a counselor manages to actually start the vehicle, then it should also appear on everyone's map. Right now, the current state of the game, when you start playing, it's safe to assume that most Jason players go directly to the phone box on the map and lay down several traps on it, then patrols directly to the car(s) or boat, during the early stages of the game, and every counselor feels safe, because they know Jason will be around that area. By making the objectives invisible, this should make the game a lot more intense and scary, because of Jason's location will be truly unknown. Thank You guys, for making an incredible enjoyable game.
  5. When killed as Vanessa by Jason, objective based items in my inventory glitch through the map causing us to lose not one, but TWO escape methods. The other car keys glitched through the map for another player, robbing the remaining players of ANY chance of escape. Before you say "Leave the items by the objective.", that's exactly what I was trying to do with the keys before finding the fuse box, that's when Jason got us.
  6. Whenever the generator is broken in the area the CB radio is at, it says he has been called but hasn't arrived. If you repair said generator it reverts back to saying he isn't called.