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Dandan10

Experienced Player/counselor 2pence/cents worth

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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

 

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1 minute ago, Dandan10 said:

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

 

They don't need to repopulate the maps with the old items to fill space. It is part of what broke shit to begin with.

They need to create new and meaningful items that offer strategic variance. New items can help populate the map AND improve the overall game depth and experience.

Let's have some variety and options to enhance the game.

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6 minutes ago, Alkavian said:

They don't need to repopulate the maps with the old items to fill space. It is part of what broke shit to begin with.

They need to create new and meaningful items that offer strategic variance. New items can help populate the map AND improve the overall game depth and experience.

Let's have some variety and options to enhance the game.

I agree with that it's a great idea to make new items/stuff that can be used to help too, it's nice to see something constructive from some rather than people just going omg Jason should be op (which I don't disagree with btw)

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On 2018-01-28 at 7:24 PM, Slasher_Clone said:

Empty drawer fixes and new items/mechanics.

-Locked Drawers, a simple lock that any Drawer Key will open quietly, play a mini game to pick the lock or break it open attracting Jason in the process, large sound bubble is generated, luck determines success of forced entry and your weapon may break(must have a weapon to attempt.)

-Drawer Keys, opens locked drawers without difficulty or noise, more than one spawn but they all work for any drawer.

-Revolver, five shot .38, to get a stun you would have to shoot Jason two or three times. Reloading would take time, as you have to select the inventory slot and load each round separately. Someone suggested a stumble animation for Jason, like a non stun hit, so Jason is slowed but not stopped. 

-Flashlight Batteries, after 4 mins. of use light starts to flicker slowly getting weaker, search drawers to find more half dead batteries. Flicking your light on and off may get it going again, think about how people bang their light against their hand in movies. 

-Bullets/Shotgun Shells/Flares, found loose in drawers around camp, reloading is done by selecting the inventory slot occupied by the type of round and weapon you have, each slot in your inventory can hold 6 Bullets, 3 Shotgun Shells, or 3 flares. Loading times should be fair but long.

-Map Specific Lore Items, newspaper clippings, journal entry's or a futuristic data drive. Get out alive with each item, and earn a badge for collecting them all. They should appear in your progress menu, most could be half lifted right out of the virtual cabin. 

-Condoms, more a joke than anything else, just thought it would be funny to earn a safe sex badge. First you must escape from each map with them in your inventory.

-Polaroid Camera, take up to (X) pictures, use it to prove Jason is real. Pictures would be saved in a new area called the Photo Album, basically works by giving you temporary first person view to capture a screen shot.

 

New Perks/Items - These I feel could go either way, as perks they give you a small advantage but as items they take up to much room to be useful, so the Devs can hash it out.

-Lockpick, allows mini game to open locked drawers, bonus repair, 

-Photographer, start with camera, bonus composure, plus to stumble

 

Clothing Accessories - These could be worth real money if all your characters can start with them. Finding any of these in a map should be cause for celebrations, but you might learn that Jason hates when players have to many things and so you've only really painted a giant target on your back. 

--Lanyard, Drawer/Car Keys no longer take up a spot in your inventory

-Fanny Pack, plus one inventory slot. So eighties, had to be on the list.

-Satchel, plus two inventory slots.

-Purse, plus two inventory slots.

-Backpack, plus three or four inventory slots. 

-Picnic Basket, plus two slots, start with (Pocket) Knife. If we never get drugs and alcohol, could we at least get a funny substitute. Watching Mitch moving a battery ten feet dropping it, going back for the Picnic Basket ten feet past the battery dropping it and repeating to get across the map would be hilarious. "Like man, I couldn't leave my stash of PB&J behind, someone might have thought it was lost, dude, they might have taken it, duuude."

-First Aid Kit, start with Med. Spray, Bandages, Pocket Knife. Only has one slot when empty or after the Med. Spray is used. 

-Signal Kit, start with Flare Gun, Firecrackers(maybe 2), and Two extra flares. Only has one slot when empty.

---------------------Any items that start with players shouldn't add to the number of items on any map-------------------

There done. Anyway feed back would be appreciated, these ideas tie into some off my other posts. I think giving players access to the extra slots should only happen if we move to a longer form game mode, without the time limit or if we can move between maps. Adding more items is supposed to make players have to choose what to carry and what to leave behind, adding more slots would defeat the purpose. Still I think they could have a place in the game if the Devs keep up the good work. 

I wrote this in another post but thought some of it might apply here. 

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The ability to hold a 1 handed weapon as well as battery/gas would be nice too now it'd help just a little but it'd be something

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On 2018-01-28 at 11:51 AM, Slasher_Clone said:

First map - Town Map. Police station, country hospital, diner, and a few houses. Think it would have to be a large size map, but I think I'd remove the water that occupies so much of other maps. I'd use train tracks to block off the rest of town from the players, so it would go across the north side of the map, low but fenced off, then run up a hill and block the east or west side of town with an embankment. Would use the forest and terrain tactic the Devs use on the other sides of the map, locking you into a small section. The embankment would have one tunnel leading to freedom, and the road would run across the south edge, to the other exit in toward the camps. Couple trailers in an off season trailer park on that side, fencing again blocking off the map.

Second map - Road Map. I want to be able to leave camp, so this is what I propose, when you exit any map, there exist an opportunity to go to the Roads map. It's a just a bunch of interconnected paved and dirt roads but it connects all the maps in the game, giving you a chance to play a different mode. It could be fun to see how it all connects, where each camp lies on Crystal Lake. The roads themselves can be confined to gorges, with rock walls on either side. It should be large enough to explain why you can't just leave the map early. You'd be good as dead, almost nowhere to hide, no weapons but sticks. The map screen in this map would give you the locations where you can enter the camps, and a rough view of the half of the lake where it all is located. One sealed entrance would be marked Ski Resort, coming soon, it would be beside the exit to town I think, with the house maps kinda breaking up the shoreline. Dirt roads leading between them, with small forests linking some exit gates. As for the mode, it would be a race to town. Jason would receive huge but fair boosts to shift and morph, as counsellors start with cars, or a boat(I'd skip the boat chase unless it gives you access to the Lazarus). The roads would have both random dead falls, and trees Jason has prepared as traps. Give him one or two homemade spike stripes, to slow but not stop the car. The counsellors would have only what they had with them when leaving, and what ever their luck allows them to find in the cars. I imagine escaping, only for four of us survive to be chased, realizing that we can't make it, we turn through a gate early and find ourselves in a different camp, our car running out of gas. This would be amazing, a new twenty minute time starts, so we rush to call the cops, but it's going to take longer, 2 extra minutes the roads are a mess, and they think it might be a prank, it is the second call tonight. I would pay for this, it might not be possible, but they could have my money to make it happen.

-If you escape with the cops, everything you have is confiscated, and you are brought to the township of Forest Green(Town Map). You start scattered around town, in the Diner, a couple of houses(Character specific), or if your Tommy the cell in the Police Station. It's the next evening as you've all been interrogated through out the day. You have to get your clues and pictures back if you want to have any chance of stopping Jason. You also have to find a specific bot before Jason kills them. The bots in this level should be a couple of Deputies, Ralph, the Cook or Waitress. Just enough to help distract Jason from the counselors. The fun part will be figuring out which maps to risk using the cops on, as it costs the counselors progress. If you visit Forrest Green from the road map, Jason might be right on your tail, or he might be setting traps for when you leave but at least you don't have to break into the evidence room. 

Third Map - The Cabin, this idea would require the permission of a couple people. I think they would go for it, if we asked nicely. I think the only thing that could make me love this game more is if I found myself at Professor Knowby's Cabin from Evil Dead. The attention to detail in this game is awe inspiring, can you imagine how cool that would be. I'm done, that's it for this one, I want to be surprised so I'm not going to suggest anything else. But damn does the thought excite me.

Here's another that explains why we'd need more inventory slots.

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6 minutes ago, Dandan10 said:

I agree with that it's a great idea to make new items/stuff that can be used to help too, it's nice to see something constructive from some rather than people just going omg Jason should be op (which I don't disagree with btw)

In  7 v. 1 Jason needs to be OP to have a meaningful interaction with the counselors to perform his role. That being said, counselors should have tactical choices beyond damage and stun to enhance their strategic options. Why are there no items to blind and disorient? Ways to deafen? Ways to bolster fortified doors? Et cetera.

The devs could certainly come up with more variation to combat Jason besides the same old stun and damage effects.

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9 minutes ago, Slasher_Clone said:

I wrote this in another post but thought some of it might apply here. 

Some of these seem nice but with the lack of items now it'd be pointless having the extra slots a lot the stuff gives you, nice ideas though 

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1 minute ago, Alkavian said:

In  7 v. 1 Jason needs to be OP to have a meaningful interaction with the counselors to perform his role. That being said, counselors should have tactical choices beyond damage and stun to enhance their strategic options. Why are there no items to blind and disorient? Ways to deafen? Ways to bolster fortified doors? Et cetera.

The devs could certainly come up with more variation to combat Jason besides the same old stun and damage effects.

Planks to reinforce doors 2 or 3 around a level Jason still has to knock them down in half hits even if rage (minimum 2 hits) maybe? If not rage gives 1 or 2 extra hits Too a door. 

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But I want a long form game eventually, where you have to collect all the information on Jason and the Voorhees family. You'd start with the normal number of counselors, on the first map and have to collect something. Then travel to the next map, along the way Jason would get kills, and you might even kill him for a match. Once the sweater is gone, you'll have to find another way to stop him. Cars will be disabled forcing you to repair new vehicles, as you search for the clues you need to finish this once and for all. I don't expect it to be a cake walk, I expect to die a hundred times to make it to the end. As a goal for the game, to eventually have a new story staring our counselors, well I can't think of a better way for the Devs to know when the game is done. A masterpiece, with a full story for each character.

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12 minutes ago, Alkavian said:

In  7 v. 1 Jason needs to be OP to have a meaningful interaction with the counselors to perform his role. That being said, counselors should have tactical choices beyond damage and stun to enhance their strategic options. Why are there no items to blind and disorient? Ways to deafen? Ways to bolster fortified doors? Et cetera.

The devs could certainly come up with more variation to combat Jason besides the same old stun and damage effects.

Personally I always thought moving a piece of furniture in front of the door would be a good option to buy time. I think it should require at least 2 counselors to do (but having more speeds up how fast it can be done) and Thus Jason would have to move/destroy that after getting through the door. 

Not all cabins would have movable furniture, but some would ... ie: cabins with glass doors would be priority to have this.

Moving it would require two or more counselors to work together.

It would provide some sort of cover/time to escape. 

It would take Jason some time (perhaps his own mini game to destroy/topple over the furniture) 

Jasons with destruction would have an easier mini game.

It would also give Jason that choice to make now 1. Is this an objective area? Is it worth my time to get through this now to get this person or 2. Are there other areas of more importance that I leave this one for now.

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42 minutes ago, Alkavian said:

They don't need to repopulate the maps with the old items to fill space. It is part of what broke shit to begin with.

They need to create new and meaningful items that offer strategic variance. New items can help populate the map AND improve the overall game depth and experience.

Let's have some variety and options to enhance the game.

Well said. The right thing to do would be giving players more options, not a greater amount of the same thing which only enables abuse. The game has a frustrating amount of empty drawers, and it's no fun for any player to loot an entire sector and come out empty-handed. It simply amounts to a waste of time in the match. More creativity in this area is needed, to produce more items that impact gameplay in positive ways but don't tip the balance. 

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The counsellors who die would be able to return, as characters who haven't died yet. They would appear on the next(or another) map. More hero characters could be summoned with each radio. Each map would give you a new opportunity to discover something about the story or your counselor. Can you imagine the forums, people would spend weeks figuring out which counselors to use first match, which perks to team play better. Pinehurst shows us how big a map can be, the Road map is possible. I'd build it my self given the opportunity. 

I like the idea of moving furniture in front of doors. Hay bales in the barn might work too, no pallets though.

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Bandages perhaps as well, they take a little time to apply so you can't just heal quick like a first aid spray, a six shot handgun just one or two doesn't knock Jason down but stops his walk/swing animation for a split second, just a tiny thing like when you get the weapon hits that don't stun him but just make him go oooof

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I think some new items to find is a good idea. Perhaps something like caffeine pills for a boost, something anyway. 

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14 hours ago, Slasher_Clone said:

I wrote this in another post but thought some of it might apply here. 

I like your suggestions!  Most of those would be really cool and not game-breaking.

I agree that more item types would be good, but pocket knives and med sprays should be very rare.

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13 hours ago, Dandan10 said:

. 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

 

I say all the people who play as counselors only and always expect to bully Jason and escape are the wrong people to cater to.  That type of game is what will make people stop playing.

Stop being so over dramatic..  I escaped twice last night in a lobby filled with good players.  Jason can't be everywhere at once.  But if hes on your ass you should FUCKIN DIE!!!!!!!!!!!!!

 

DIE DIE DIE.. DIE AND DIE!

 

God if felt so good playing last night and getting grab and killed by Jason instead of Jason just going for slashes and getting bullied.  Everyone of my friends who stopped playing started playing again and loving it.. And loving getting killed too.

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Some additional items after playing tonight:

There are LOT of Jason helpers back in the game, in a game where Jason needs no help now this is pissing me off big time. I have recorded no less than 4 games tonight in 4 lobbies 2 back to back! I have reported them but Weller never know what happens there.

Small maps are great with the new changes the loot etc feels right on them as well as the tension etc. Me and a few other veteran friends came to decision that maybe loot should be based on the size of the map, and even though Pinehurst is an amazing map it's huge, even bigger than Jarvis house map with 23 cabins is it? Massive open spaces it feels and is a slog to get anything anywhere especially when your running with a battery and no defensive items up the map. Don't get me wrong it's fun and scary and if you have team mates it's not impossible but when you have amazing locals like the barn and even ma and juniors house totally barren of anything it's just boring after a while, the old normal maps don't feel to bad either maybe just maybe add an extra firecracker and a weapon or two back to them.

Killing Jason is harder especially when you come back as Tommy and trying to find a bladed weapon to do the final kill, but when you kill Jason now it feels a lot more rewarding (unless you have a Jason helper killing themselves to come back as him or telling Jason someone is trying to fix the power to call Tommy both of which happened tonight)

Bugs, Jason still holding you when you use fire crackers, magically teleporting back to the car door if your driver and have gotten out to run away. If you are lucky to have second pocket knife the second one doesn't work yet gets used and Jason can't kill you yet still holds you for the duration of the knife, then kills you, sweater/jumper does nothing but get used

This is everything I've encountered on day 2 and just my point of view so far

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Oh and another item I thought to have is bottled water for an instant 50% stamina boost would be great on the larger maps, maybe even don't include it on smaller maps

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Oh, my suggestions aren't with the intention of over powering the counselors. I want it to be a challenge, I think the mechanics of the game are the best they've ever been, for balance the teaming with Jason thing has got to go, or be stopped. See that's why locking drawers, giving options is a good thing. People will team up just to loot. If a goal requires a guard it only makes sense to give them the extra bullets, the repair needs the knife to disarm a trap, things get shared. This isn't a very organized thought, but hopefully you get what I mean.

-Canteen, it is the eighties.

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14 hours ago, Slasher_Clone said:

Oh, my suggestions aren't with the intention of over powering the counselors. I want it to be a challenge, I think the mechanics of the game are the best they've ever been, for balance the teaming with Jason thing has got to go, or be stopped. See that's why locking drawers, giving options is a good thing. People will team up just to loot. If a goal requires a guard it only makes sense to give them the extra bullets, the repair needs the knife to disarm a trap, things get shared. This isn't a very organized thought, but hopefully you get what I mean.

-Canteen, it is the eighties.

They had bottled water in the eighties I was there lol, but I like the canteen idea hehehe

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Day 3 observations

Big maps are still feeling to empty, surviving on a big map comes to 2 things so far, all working together well atleast 3 of you escorting a fixer to a vehicle while 1 other distracts big J with the phone for a while. Or if it seems you have a shit team hide in a distant spot as long as possible then try to cabin hop and survive the night, don't forget Jason has to traverse and try to find you on these large maps too, Pinehurst is great for running rings around Jason due to the shear amount of doors.

Jason can still be hit through doors BUT he also hits counselors much more easy through doors too as a trade off.

A lot of Jason's seem to using combat stance a lot more lately makes me laugh that a guy who can't be killed needs this, plus if I'm playing with a friend one of us will just go behind him where combat stance doesn't mater, I see it mostly on doors though since you can now combat stance hack through doors again effectively. It is a bit sucky though because this means a blocking Jason breaks the precious little amount of sharp weapons in the game now possibly leading to no kill on him through lack of a bladed weapon, maybe have Tommy spawn with a machete or axe now rather than a shotgun?

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Ok after a few days there's 3 things that seem to be massively prevailent in the game at the moment Jason helping, Jason combat standing and people killing themselves a lotto come back

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