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Everything posted by mattshotcha

  1. This is a solid bit of feedback, Tyrant. I appreciate it. I won’t go thru every point because as you noted, they’ve been mentioned and I understand you’re mentioning them again as your point of view. One thing I will specifically note though is mods and licensed IPs. I don’t think enough of the community realize how that’s a rare thing. When you license an IP, the rights holder doesn’t always give you full permission to do whatever you want with their IP. And so naturally that makes mods a tough sell. And that’s understandable that the rights holder might not want to see their property in a tutu on roller skates. Hell, even the development team that has licensed the rights needs to get approval from the rights holder for everything created. Interaction locks are listed by the team internally, but I’d have to go thru to check against a specific one. Generally speaking, reported locks are always investigated. if you can provide some more specifics so that we don’t cross wires, I’ll double check on this particular one.
  2. I’m not sure, as there are a lot of other factors that could be in play. I would recommend reaching out to the support team at JasonKillsBugs.com for some troubleshooting.
  3. They do not fix anything outside of the patch notes. Did the issue persist after restarting the title? If so, please send this into JasonKillsBugs.com As far as I know, that is the case. We've heard reports of this as well. Well, this is why we only ban people if we can corroborate evidence on our side. We never ban based solely off a player report if we can't verify something on our side. What Newman said below applies, but also there are a lot of factors outside our control that go into the types of connections you'll face when matchmaking on peer to peer. For example, matchmaking with people well outside the most optimal region for your connection, matchmaking with friends from other regions, and on and on.
  4. No. The team is going to move onto future projects and revisiting a game that long out, from a development standpoint, wouldn't make the best sense. As for ANOTHER F13 game, I think that would be more plausible than restarting on this one, but again, unlikely for Gun. I assure you the reports are being read and investigated. That is unfortunately all I can say on it. Wow. That's a wall of text and you still aren't seeing my point of view on this. I get it, I get where you're coming from. No one in this thread needs YOU to tell them how they should feel or what they've been through in the course of this game's life. That's not your responsibility. And you're not saying anything remotely new here. Then you end it with "So again, I reiterate... I hope the patch doesn't break a bunch of new things LIKE EVERY PREVIOUS PATCH AND UPDATE and leave us with a broken game that will definitely kill it...." and that is all you had to say in one comment and move on. You've now hammered the same thing how many times in this thread for what? Honestly, you don't need to reiterate anything. I read your comment and I understand your sentiment. Now let everyone else talk. I'm not devoting any further time to your replies and we'll just consider the forums archived for YOU as of today. And for what it's worth, stop referring to your fellow community members as "the uninformed masses" as that's not only insulting to every other user here, it makes you sound like a bit of an egomaniac.
  5. HEYYY! If that isn't an accurate depiction of my time here. 50% response to instigation and 50% response to tough questions. Feels like it's been a lot more than just 666 posts. Love all of you, even the ones that don't love me back.
  6. I'm not so sure we'll be returning to the "official forum" structure for any future projects. As Lead Community Developer, that's part of the plans I'm working on behind the scenes now. I've been filling a few roles at Gun in my time here, and with the recent hiring notice some of you might have seen, I'll be getting some help with the community side and that should open up my schedule some to plan those types of things out a bit more. That's about all I can say at this time, but keep an eye out. There is still a minor delay there, to help with issues of multiple inputs. But it has been lessened as much as possible while still correcting the multiple input issues. I know that answer really kind of sucks. Unfortunately, I cannot quantify the feel of it. It's something that the community will have to feel out for themselves. That said, I'm confident it is a vast improvement over the way it felt prior to the first fix and I'm definitely confident that it is something that even if it requires some adjustment, you'll have dialed in in no time. SIDE NOTE: I totally missed my 666th post on the forums some time today.
  7. That reminds me, I need to join. Gang, fan forums like the one mentioned there can be a great way to keep the community vibe rolling. Also, if you're a Discord user, we have the Official Gun Discord.
  8. I have literally zero obligation to play this game with you. Look at this thread, look at your quick snark reply to every person in here, then read my comment again. It is an unfortunate part of peer to peer, yes. That being said, dedicated servers had to be shut down, peer to peer had to be the way to keep the game up after the shutdown. Ping and connection is not going to be as strong in a peer to peer environment as a dedicated server environment. But this keeps the game available to players well past the dedicated server shutdown, albeit with some of these types of things being a bit more of an issue than previously.
  9. This is a far lower priority issue than those addressed with the patch as the issue you're referring to is extremely situational. It's rare to need to utilize combat stance AND stalk at the same time, since the very idea of entering combat means you're no longer stalking. That said, it still presents a lower priority than the things we worked on in this update. That investigation is ongoing but was kept separate from this patch so as to not delay this patch any further. This is dependent on ping and a byproduct of connection. I'm reminding you to keep it civil and constructive. You've replied to multiple other people with snark and it's obvious you want to rile people up. The game, these forums, the entire community is at a point where there is simply zero tolerance for it. We're all a bit frustrated, a bit raw. And these conversations are going to be tough enough without extra added sass for the sake of it. We all get it, you are going to wait and see and you think the patch will be a mess and you think we'll take months for another patch. We get it. No need to parrot that sentiment repeatedly when there's people in here actually asking questions and actually looking for answers.
  10. I get that you're angry and frustrated and feeling a lot of things right now. But let's keep things civil and make sure we're not just trying to antagonize and rile up the thread. This is the final patch. Assuming there isn't a major issue with this patch, it will stay the final patch. If there is a major issue introduced due to this patch, we'll have to investigate and evaluate. This is a modified version of the game and is not supported in any way by Gun. Use of any modified content is done at the player's risk and is also not a topic for the official forums.
  11. Patch Notes: 5.4.2021 UPDATE: Patch is now live on all platforms. All Platforms: The following fixes and changes will be deployed on the PC, Xbox, PlayStation, and Switch platforms. The patch is set to roll out onto platforms on Tuesday, May 4th, 2021 at roughly 10AM Eastern US Time. Combat Stance The team set out to test and tune various aspects of how Combat Stance, and rapid input related to Combat Stance, affected game play across a variety of different connection strengths. While latency will always play a part in comparing the differences a connected player will see to what the host or other players may see, we are confident we’ve tested these changes across a wide range of connection qualities. Further tuned and tested Combat Stance behavior and the unintended “Sliding” action counselor players could create. Fixed an issue introduced in our last patch allowing Jason to move at running speed while in Combat Stance. Counselor Giant Weapons: The team has fixed an issue allowing players to manipulate the size of weapons in game. Trap Bypass: Fixed an issue that allowed players to bypass traps by initiating an interaction. Safe Spots: Fixed various areas of the map where counselors could avoid being killed by Jason. Interaction Locks: Fixed various Interaction Locks that would occur when a counselor would interact with the environment and become stuck. Switch Only: The following fixes and changes have already been deployed on the PC, Xbox, and PlayStation platforms. With this patch, we’ll be bringing these changes in addition to those mentioned previously in these notes, to the Switch platform in order to align it with our other existing platforms. Combat Stance Commonly referred to as Sliding or Teleporting, the team has fixed an issue allowing players to manipulate combat stance changes. Players may still see, when in spectator mode, counselors attempting to perform the exploit, however this is a visual artifact. Pocket Knife Issues Instant break free by using health spray or firecrackers when grabbed, resulting in not only an instant break free but also retention of the player’s pocket knife, has been fixed. Loss of pocket knives in circumstances when firecrackers are used has also been fixed. Jason - Gameplay Ability Unlock/Recharge Rate toggle in private matches has been fixed to include both parameters. Lobby icon irregularities resulting in an inaccurate lobby icon have been fixed. Abduction, when Jason is able to Morph while holding a counselor, has been fixed. Mask HP loopholes where use of a flare gun or firecrackers could get the mask to come off too quickly have been fixed. Jason Kill Sequence - Kneel: The issue where the kneeling animation during the Jason Kill process could be repeated has been fixed. Counselor - Gameplay Hiding Under Bed: An issue where players could hide under beds and become stuck in a way where Jason could not kill them has been fixed. While it is still possible in some instances to cause the bug, the counselor will be able to be killed by Jason in that state. Lobby icon irregularities resulting in an inaccurate lobby icon have been fixed. Numerous safe spots around the maps have been fixed, including the Pinehurst Roof method by way of Tommy’s bed. Players will now see an error if they roll and sell perks too quickly, but the game will stay functional and no longer lock up. Players can then continue to roll and sell perks, being cautious of not overloading the roll system. An issue causing the Counselor clothing options to not save properly when altering color/items has been resolved. Feel free to go back to playing Pink Cop Kenny. Tommy Jarvis voice lines have been restored, and this is between him and Jason. General Various Interaction Locks have been fixed, particularly those that occurred when players would input either multiple button presses or rapid button presses in short succession, rapid pick up and put down of items, and multiple inputs appearing with on screen prompts. Fuse Box and Fuse spawn for the Cop call has been extended to ensure the fuse does not spawn inside the house with the fuse repair box. With this patch, matchmaking will shift away from Dedicated Servers and onto Peer to Peer Matchmaking for all matches on the Switch as well. The game will still be playable online publicly with the Quick Play option and privately with the Private Match option. For more on this change, as well as the status of the game going forward, please follow up with our statement here. One further note, these forums will remain as they are for a period no shorter than a week following this patch. At that point, they will be archived and left in a read only state for reference.
  12. The only part of this I'll address is the "bold claims" about anti-cheat and no more hacked lobbies. They didn't "fix" either of those aspects of the game. They just simply aren't an issue (yet) on their version. The rest of the topics brought up here have been discussed to death, in at least a general sense. Closing thread.
  13. As soon as we have confirmed the date and timing, we'll share the date and details.
  14. I wouldn't say it was too hasty, keep in mind, I'm not confirming yet that we'll be able to do anything more on the situation. But the situation has escalated to the point where we need to explore every possible option. See the major disconnect here is that you're not hearing everything I'm saying. And I take responsibility for that, I can try and explain this better. The game is WAY too far along to completely restructure something like matchmaking. That's still entirely true. There are other factors inhibiting that than just time, but that's a whole other side of the issue. I also didn't say anything remotely as widespread as you quoted here. You said I "issued a blanket statement that the game is too far along to fix an issue". I never said that. Hell, the upcoming patch has the fix for giant weapons in it. But what I need you to understand is that this isn't simply "an issue" in the game. This isn't a wonky integer that needs an adjustment and all will be right in the world. To make it sound like a broken pinky finger is way short of what it actually is. This is the spine, the core of a multiplayer game, and it's a system that was not built by the current team working on the game. I hope that explains things better, feel free to follow up with any questions and I'll do my best to elaborate further. JasonKillsBugs.com won't do anything if you don't report anything. That's a fact. Support sites only work if players send in reports. While I report on things from the community, they will be able to keep tickets open and discuss in an ongoing fashion any details the team might request more info on and so on. They also will be able to quantify incoming issues to properly illustrate the level of impact within the community. It goes back to what I said earlier about working with you all.
  15. First off, I do not have anything new to report on the situation on PC just yet. Currently, the team has a patch submitted for certification that was worked on prior to the lobby problem getting this far out of hand. That patch has a lot in it that the community has been looking for and so we will not be holding that patch back just yet. We'll proceed as planned while ALSO looking into the situation on PC and what our options are there. What does that mean? Well, it all depends on what the team uncovers for PC. Until they dig into it fully, we won't know more and I'll have nothing more to share on the topic. I know that is frustrating, I get it. You think I'm not frustrated by the current situation as well? But we have to look into things and see what's what. F13 is in a very unique spot, having been shifted from one team to another and the collaborative effort required to make fundamental structural changes to the game is not to be understated. Another thing I want to address, the toxicity and attacks at myself and Gun in general. This will not be tolerated. Period, full stop. That includes sharing others' toxicity in some kind of half assed attempt to say the thing without being the one to say it. I have always tried to speak to the community on this game as adults, as equals, with civility. But I'm also going to be brutally honest with you all, as that's a stance I have always taken in this line of work. So here goes: Calling us names will do you literally zero good. Kicking and stomping around because it's taking the team time to get through these things will also do you no good. The simple truth is, this is not a massive team working on a triple A title around the clock. Hell, this is a game that has been suspended in stasis for YEARS. These things take time, and calling me lazy or unwilling is not changing that fact. While I can understand frustration and can empathize with the players dealing with this situation, Gun, and me as a representative of Gun, are not here for you to take your frustration out on, we're here to try and help. I'm not a tree stump for you to kick. I'm here to work with you all, and if that's not possible, nothing gets fixed. Be aggravated, be frustrated, of course. But recognize that our discourse is about getting things resolved, not taking out frustrations. And lastly, let's stop with the "credibility" nonsense. That's lowest priority to worry about right now. No one at Gun is looking at issues plaguing the game and thinking of credibility first and when you reference it in your comments it just reads as a threat and not a concern. All that being said, I will provide any updates to the issue as I have them. I appreciate your patience and fully see how this issue is impacting the PC player base. I've expressed that gravity to the team, and they are exploring every possible aspect of this in the hopes of resolving the situation. However, it is far too early to have anything more on it, as matchmaking is probably the most temperamental type of fundamental structural system in the game (as I mentioned previously in this comment). While the team investigates, my only remotely plausible suggestion to try and alleviate the strain on you all trying to play on PC would be to utilize the Private Matches by way of Looking For Group posts, in the meantime. I know, that is not ideal, but it is all I have at this time as a confirmed workaround.
  16. If you have information on the subject, send it in to JasonKillsBugs.com
  17. I understand that you're aggravated and frustrated. And I'm not asking anyone to kiss ass, but you will have to maintain some level of civility in here. And putting words in my mouth is not the way. I never said we "didn't care" and you know that. Saying "basically abandoned" and "basically saying" is not "just stating facts." As I said I know the situation is frustrating, but trying to stoke the fires is not going to do anyone any good. I don't think that they've done something to force folks back into the lobby. I think we're more likely seeing it become more and more prevalent. But again, I can't really do anything more than speculate until the team has a chance to look things over.
  18. For a first post, you're comin' in awful hot. If you back out of a match, it's best to give it some time before searching again, otherwise there is a high likelihood you'll land back in the same lobby, hacked lobby or not. That being said, thanks for providing details on location. I'll get it over to the team with the rest of the info.
  19. I don't have anything further on it at this time, but I will forward the info on to the team again. Please do let me know if more of you experience this repeat matching or not. I would like to gather up as much info as possible, including regions and such. It's worthwhile to rule out low player volume at the time of matchmaking or in that region, etc.
  20. I don't want you folks to think that the info from that discussion was passed on. We took that to the team, they evaluated and the upcoming patch reflects those notes. I said it then and I'll say it now, we really appreciate the detail provided there. Using the methods that came to light from that discussion, as well as others across Discord, socials, and so on, the team is confident we have sliding as minimized as possible without dramatic changes to how the game will feel for players. I use the term "minimized" because again, ping is always a factor at some level in these types of bugs. Ultimately, sliding is part animation bug and part discrepancy between what you see and what the lobby or server sees (back when servers were active, now it's the host and connected players). The resulting changes are much more in line with how the game felt pre-patch. But I need to temper that line of discussion otherwise we'll have people thinking it was a 100% revert to the last patch. And it wasn't. We didn't start the steaks all over, we tossed em back into the oven. I don't want to over promise and then potentially under deliver, but I think you will be very happy with this latest iteration, as any delay has been minimized to it's lowest point, while still protecting game play, and sliding could not be recreated by our team at Gun and our testing partners, even with the detailed method described by yourselves in that previous thread. As for why we even touched sliding, you have to have some perspective on the scope of our community at this point. While it can seem like no big deal to you, there are a wide variety of players and there will continue to be a wide variety of players in game. New people pick it up every day, some play for fun, some get competitive, etc. The amount of strain on the community due to sliding is evident in reports to the support site, conversations across all of our official channels, and so on. Just like any change made to our game, we need to try and cover every potential sub-category of the greater community while making these changes. All that said, I want y'all to know I speak for the casual community and the competitive community in these discussions. I do my absolute best to stress the importance of weighing ALL player types when evaluating potential changes. But in the end, both sides need to give a little to meet in the middle. Yes, that leaves me in a position where no one group is particularly happy with me. LOL. But that's the gig. Some day over beers I'll tell you about The Division community and the "Division Dads" drama. Community Management is a tightrope.
  21. This is a tricky topic to put into short replies. I'll explain as in depth as possible and if you have any follow up questions, we can keep on this topic. But I think getting the build on your console or PC and seeing it for yourself will be the best way for the community to feel the changes. Things like sliding, as well as a multiple other unintended in game behaviors, are possible by manipulating multiple inputs and essentially "confusing" the game and the animations. Mix in varying ping and how that can affect what you're seeing vs what others in the match are seeing, and you have these unintended mechanics. So button spam, for lack of a better quick term, has to be resolved. There's a couple ways this is achieved. We can set cancels and things that will make one animation override another, etc. We can also limit how rapidly inputs can be made. So, yes, there is still, for lack of a better term, a delay on how rapidly you can enter and exit combat stance. But that "delay" is minimal. Exiting combat stance and slashing or grabbing is still entirely possible, and we've cut the feeling of a delay as much as we can. So that sounds like a long way of saying it, but it is important to note why this change has to happen, as well as how we can look at the change and its impact on game play. It is not just about sliding, as those rapid inputs and animations can break more than just a movement animation. As for impact on game play, it is minimal enough in this current build where timing will have to adapt, but the end result is not impossible. So players can still achieve the same, intended game play behaviors, without the unintended ones. Does this mean players will have to adjust to the new timing? Yes. Definitely. But we are confident that that adjustment can be made. Changed does not always mean broken. EDIT: It is worth mentioning that I am in no way a top (or even mid, lol) tier player. Not even close. I felt confident in my ability in play testing to grab out of CS and slash out of CS. Partially due to the fact that I never had a pinpoint, split second timing and muscle memory. So I think the biggest hurdle will be adjusting the timing and getting those new beats down. Then players will be doing all the things they always did, without the crazy animation/interaction breaks like sliding.
  22. Sliding was again investigated heavily as well as other combat stance issues introduced like Jason moving at run speed in CS. As is the case with a lot of visual discrepancy types of bugs, like sliding, ping plays a role in it and may still be possible at exceptionally high levels of ping. But the team has spent extensive time testing at varied ping levels and have not been able to further reproduce sliding, not by any of the various methods submitted to JasonKillsBugs.com
  23. No, not "everything" as that's pretty subjective and, if I'm being honest, simply not possible at this point in the game's life. For example, the perk system could not be touched. Or, for a second, different example, there can be "safe spots" or other areas not yet discovered in testing or by the community. The end of the game's active development cycle is already, technically, past us. And so it would be dishonest of me to try and say that everything is fixed. I cannot in good conscience ever really make that claim though. There is no moment in game dev where you can guarantee the game is entirely bug free. All that being said, we have patch notes coming that will have the full list of what has been worked on this patch. Expect those as soon as we have a final build certified and a date for it to deploy on all platforms.
  24. No not in a continual capacity. This is a patch that started life as a hotfix for the last patch. But as we got into the work of the hotfix, it quickly grew to be more than a quick turnaround hotfix. So we have one final patch coming soon that will have the elements of the hotfix, plus a few other key issues resolved, like giant weapons.
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