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FishTacos

A Possible Solution for The Tedious Camping Objectives Problem

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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.

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10 minutes ago, FishTacos said:

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.

First off, welcome to the forums Fish Taco. You should create an introduction thread in the introduction forums, but otherwise enjoy your time here.

Secondly, I'm not sold on the idea of this being for the main games like quickplays; it could make the matches longer if no one knows where they're going. However...as a new gamemode, I would be thrilled to see something like this implemented for difficulty.

It could even combine more "hard mode" features like getting scared easier, you don't start off with a flashlight so you have to find one in a drawer or on a table/counter, etc.

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13 hours ago, Trident77 said:

First off, welcome to the forums Fish Taco. You should create an introduction thread in the introduction forums, but otherwise enjoy your time here.

Secondly, I'm not sold on the idea of this being for the main games like quickplays; it could make the matches longer if no one knows where they're going. However...as a new gamemode, I would be thrilled to see something like this implemented for difficulty.

It could even combine more "hard mode" features like getting scared easier, you don't start off with a flashlight so you have to find one in a drawer or on a table/counter, etc.

I was actually going to suggest it for a new game mode -- to test the waters sort of speak, to see how it performs. But I was lost in the train of thought and forgot to add that part.

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Like the idea, but perhaps tweak it...so in the same way as Jason develops rage over time it would be good to reveal the map over time.  i.e. After 5 mins the phone / cars become visible to Jason.

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