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DontZzz34

Zombie Jasons vs Human Jasons

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I know this wouldn’t ever happen now but

I think the devs should’ve made the difference between human Jasons and Zombie Jasons drastically different. I don’t think human Jasons should have a shift ability. But instead have much faster running speed that keeps up with counselors more. With this also give them the ability to uninstall parts in objectives. Obviously they’d need to have that ability because they’d have a hard time stopping the car not being able to shift. 

basically 

human jason’s 

Have much faster running speed and can uninstall parts

keep morph, sense, stalk, traps, and knives. The only ability they wouldn’t have is shift and they wouldn’t need it if they can run much faster. It doesn’t make sense for a human Jason to teleport. 

zombie Jasons would basically all have the same thing as we do now but maybe they should all have +weapon strength and be more resistant to stuns as they should be stronger. 

I think this would give the game a nice switch up between human and zombie Jasons. I gotta say after putting in 1000+ hours in the game it gets repetitive running around like an idiot to avoid Jasons shift every game. Avoiding a Jason that can instead run about as fast as me would be fun to try and survive against. 

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This has been discussed already. They even tried it in testing. There is a panel they did a few years ago where they explained what they tested. It didn't feel right to have Jason running like the flash. The teleport is necessary.

Also they're not altering the game any more. Only tweaks to existing mechanics, like cool down timers, stun timers, health pool, stuff like that.

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14 minutes ago, VoorheesAJollyGoodFellow said:

This has been discussed already. They even tried it in testing. There is a panel they did a few years ago where they explained what they tested. It didn't feel right to have Jason running like the flash. The teleport is necessary.

Also they're not altering the game any more. Only tweaks to existing mechanics, like cool down timers, stun timers, health pool, stuff like that.

Oh I didn’t know they tested that. Yeah I agree shift is necessary with +can run current speed. Thought it’d be cool if +can run was almost as fast as counselors without shift

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Would have been interesting if zombie Jasons required another method to defeat, but no use crying over spilt milk.

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56 minutes ago, aurllcooljay said:

Would have been interesting if zombie Jasons required another method to defeat, but no use crying over spilt milk.

Yeah zombie Jasons should at least be harder to defeat. 

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Others have already pointed out that this isn't a good idea, but I've got other issues with it. First of all, how fast is "much faster running speed?" It would have to be REALLY fast to keep up with Counselors like Vanessa. NO amount of traps would ever let a Jason without Shift catch a Vanessa, unless he was at least nearly as fast. But of course, if he was, NONE of the other counselors would stand a chance. And as far as disabling objectives? Not as sure, but I do worry that it would make the game even more repetitive. Chase Counselors, morph back to objective, rinse and repeat. Almost like a more poorly designed DbD. I agree with what you have an issue with, I just disagree with your solutions. I had a few which MIGHT help. give me a second to shill for my previous ideas from another post:

 

"

Three ideas, which will translate to five mechanics. 

1: Just an addition to the Stalk skill. Certain locations would have "ambush points." Places such as just out of view of a window, right in front of a door, behind a corner, etc. When in Stalk, Jason can stand in these spots, and if a counselor gets within range, Jason gets an automatic grab with a "grab bonus" (meaning that the grab is much harder to break out of. This does stack with Jason's that already have a grab bonus.) Different ambush spots would have slightly different mechanics. For example, if Jason is in front of a door, and a counselor opens the door from the other side, they scream in shock before automatically getting grabbed. If outside of a window, Jason will do his famous bust through window technique. This animation takes some time, and is automatically stopped by a pocket knife, and can also be stopped by another counselor hitting Jason. These spots could get creative of course, but you get the idea.

2: SUPER STALK!: Some Jasons have SUPER STALK. You know Last Year? It would be similar to that. Acting like a mix between Shift and Stalk, Jason would become an invisible ghost capable of moving very fast (but not as fast as regular Shift though. Jason would not be able to move through locked doors, but he would faze through unlocked doors, and he could only appear when out of sight of a Counselor. So no SUPER STALK grabs. If the time on the Super Stalk ran out, Jason would simply come out of it in his current location, or if that location was being observed, Jason would just Morph to a location nearby. The real advantage of SUPER STALK though, would be laying "ambush traps." When in SUPER STALK, Jason would be able to put a shadow of himself on an ambush spot. No matter where he is on the map, if a customer triggers one, he appears at the location immediately and proceeds with the ambush animation. These "ambush traps" would have a limited life span, and a limited number Jason can lay at a time. And if the location of the trap is being directly observed by a counselor, it doesn't work. Pocket Knives still apply. 

3: Throwing axes/ hatchets. This ones mostly simple. There would be a very small number of throwing axes across the map that Jason can grab. They basically just throwing knives that do way more damage, AND, more importantly, they can incapacitate counselors. Yes, like DbD. The counselor WOULD bleedout over time, and they'd also lose all of the items in their inventory. (not permanently, they'd just be dropped next to the counselor as if they died) Jason can then grab, kill or even leave him there to die. Only another counselor with a healing spray can help them up, and there constant screaming would show where they were on the map to any other counselors. Whether they see them for the bait they are, go to help them, or got to take the stuff they dropped is up to the counselors. 

And lastly, I want the Jason strengths and weaknesses to be reworked. Instead of giving every living Jason "can run" as a strength, just make a "living" and Undead" classifiication. All living Jasons can run, but have lower HP. All undead Jasons can't run, but have higher HP. This would allow for even more diversity in Jason playstyles, (that way "can run" and "can't run" aren't obligatory spots) and make room for SUPER STALK in some of the Jasons Strengths spot. Naturally, Parts 4 and 8 would have SUPER STALK. If we ever got remake Jason, he could have +throwing axes and - throwing knives

I'm aware that this is all just wishful thinking, but I still like these ideas. With the right tweaking, I truly believe that they're feasible to implement, possible to balance, and fun to play with."

 

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16 hours ago, Coach Feratu said:

Others have already pointed out that this isn't a good idea, but I've got other issues with it. First of all, how fast is "much faster running speed?" It would have to be REALLY fast to keep up with Counselors like Vanessa. NO amount of traps would ever let a Jason without Shift catch a Vanessa, unless he was at least nearly as fast. But of course, if he was, NONE of the other counselors would stand a chance. And as far as disabling objectives? Not as sure, but I do worry that it would make the game even more repetitive. Chase Counselors, morph back to objective, rinse and repeat. Almost like a more poorly designed DbD. I agree with what you have an issue with, I just disagree with your solutions. I had a few which MIGHT help. give me a second to shill for my previous ideas from another post:

For this to work the entire game would need to be rebalanced. all counselors speed and stamina would need adjusted with Jason’s running speed increasing. It could work if done right. Counselors like Vanessa would get a speed nerf if this happened. And slower counselors like AJ and Deborah should get a buff in stamina/speed. Also they could buff stealth to work better than it does currently because getting away from a faster Jason will be intense but if they made running and hiding more of an option for counselors it’d make it more balanced for both sides. This would make the game a lot less repetitive than it is now actually. The game now to get away from most Jason’s are jog, jog, jog, vhs static, run like an idiot to avoid shift, jump through window or hit Jason to regain stamina, once Jason has shift again then once again same thing run like an idiot to avoid it and repeat. This same cycle will go on for another 30 shift grab attempts. 

16 hours ago, Coach Feratu said:

1: Just an addition to the Stalk skill. Certain locations would have "ambush points." Places such as just out of view of a window, right in front of a door, behind a corner, etc. When in Stalk, Jason can stand in these spots, and if a counselor gets within range, Jason gets an automatic grab with a "grab bonus" (meaning that the grab is much harder to break out of. This does stack with Jason's that already have a grab bonus.) Different ambush spots would have slightly different mechanics. For example, if Jason is in front of a door, and a counselor opens the door from the other side, they scream in shock before automatically getting grabbed. If outside of a window, Jason will do his famous bust through window technique. This animation takes some time, and is automatically stopped by a pocket knife, and can also be stopped by another counselor hitting Jason. These spots could get creative of course, but you get the idea.

2: SUPER STALK!: Some Jasons have SUPER STALK. You know Last Year? It would be similar to that. Acting like a mix between Shift and Stalk, Jason would become an invisible ghost capable of moving very fast (but not as fast as regular Shift though. Jason would not be able to move through locked doors, but he would faze through unlocked doors, and he could only appear when out of sight of a Counselor. So no SUPER STALK grabs. If the time on the Super Stalk ran out, Jason would simply come out of it in his current location, or if that location was being observed, Jason would just Morph to a location nearby. The real advantage of SUPER STALK though, would be laying "ambush traps." When in SUPER STALK, Jason would be able to put a shadow of himself on an ambush spot. No matter where he is on the map, if a customer triggers one, he appears at the location immediately and proceeds with the ambush animation. These "ambush traps" would have a limited life span, and a limited number Jason can lay at a time. And if the location of the trap is being directly observed by a counselor, it doesn't work. Pocket Knives still apply. 

I don’t think either of these would work in the game. It doesn’t seem very realistic and it’d be too hard to put into the game. I’d rather just use stalk to grab a counselor coming around a corner or that’s about to walk out of a door. It’d be a lot better to just buff the +stalk strength to move around freely in stalk for a longer period of time.

16 hours ago, Coach Feratu said:

3: Throwing axes/ hatchets. This ones mostly simple. There would be a very small number of throwing axes across the map that Jason can grab. They basically just throwing knives that do way more damage, AND, more importantly, they can incapacitate counselors. Yes, like DbD. The counselor WOULD bleedout over time, and they'd also lose all of the items in their inventory. (not permanently, they'd just be dropped next to the counselor as if they died) Jason can then grab, kill or even leave him there to die. Only another counselor with a healing spray can help them up, and there constant screaming would show where they were on the map to any other counselors. Whether they see them for the bait they are, go to help them, or got to take the stuff they dropped is up to the counselors. 

And lastly, I want the Jason strengths and weaknesses to be reworked. Instead of giving every living Jason "can run" as a strength, just make a "living" and Undead" classifiication. All living Jasons can run, but have lower HP. All undead Jasons can't run, but have higher HP. This would allow for even more diversity in Jason playstyles, (that way "can run" and "can't run" aren't obligatory spots) and make room for SUPER STALK in some of the Jasons Strengths spot. Naturally, Parts 4 and 8 would have SUPER STALK. If we ever got remake Jason, he could have +throwing axes and - throwing knives

I'm aware that this is all just wishful thinking, but I still like these ideas. With the right tweaking, I truly believe that they're feasible to implement, possible to balance, and fun to play with."

 

I think throwing axes would be cool that do more damage than tk’s. Counselors in f13 don’t bleed out though so I’m not sure if they could make it work in this game. Instead throwing axes doing 75% damage would be a good alternative to them. And there could only be a few of them to spawn on the map cause they’re pretty op. 

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I think it would have been cool if human Jason's could break weapons and undead Jason's stalk recharged like sense.

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4 minutes ago, F134Ever86 said:

I think it would have been cool if human Jason's could break weapons and undead Jason's stalk recharged like sense.

Great ideas. Seems easy to implement if they could add new content. Couldn’t be too hard to add a new weapon breaking animation 

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I think you'd need to be extremely careful about the run speed. Otherwise human Jason's would be ridiculously OP. You'd end up with nothing but Vanessa in every lobby.

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7 hours ago, thrawn3054 said:

I think you'd need to be extremely careful about the run speed. Otherwise human Jason's would be ridiculously OP. You'd end up with nothing but Vanessa in every lobby.

My reply to Feratu above covers my ideas for rebalancing the game for it to work

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37 minutes ago, DontZzz34 said:

My reply to Feratu above covers my ideas for rebalancing the game for it to work

Now I don't want to sound rude, but you din't really explain HOW it would be re balanced. Would everyone have a nearly identical speed? Because otherwise you're still going to have Counselors who NEVER get caught, and Counselors who ALWAYS get caught.

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27 minutes ago, Coach Feratu said:

Now I don't want to sound rude, but you din't really explain HOW it would be re balanced. Would everyone have a nearly identical speed? Because otherwise you're still going to have Counselors who NEVER get caught, and Counselors who ALWAYS get caught.

It’s hard to say what exact speed everyone would be to balance it with Jason’s. This was just a general idea. To know exactly what speed to make everyone you’d have to change all the speed values of all the counselors and do a lot of testing before you actually knew. 

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But you're missing the point. You wouldn't be able to have slow and fast counselors. They would all have to be very close in speed. 

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Just now, Coach Feratu said:

But you're missing the point. You wouldn't be able to have slow and fast counselors. They would all have to be very close in speed. 

Everyone would have to at least have moderate speed and there could be fast counselors to. But something that’d need done for counselors as well would be to get a good buff in stealth. 

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