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  1. A lot of unknown facts and misinformation often gets thrown around about Friday the 13th: The Game, mainly due to a lack of/inaccurate in-game information and/or outdated publications. As such, this is a topic where everyone can obtain clarification on any speculations they have, share their knowledge on things the game does not correctly divulge and grant the opportunity for members to help each other out by confirming whether or not what they believe is actually fact or fiction. Below is a list of truths and myths that I will continuously update based on feedback. Any contributions that are not unequivocally certain or not backed up with sufficient proof will be listed as unsubstantiated. Contributions can, however, be validated if the overall consensus affirms the category they have been assigned to. Also, suggestions made within this thread are not to be influenced by or related to glitches or exploits.
  2. Continuing with what could have been, let's turn our attention to our hockey masked slasher. What would you have liked to see Jason able to do, if this game had turned out differently?
  3. Ok firstly I'd like to say that apart from all of the bugs filling the game and sometimes making it unplayable, I still love this game. The bugs at times are annoying and can result in watching someone remain under the map for 10 minutes, but sometimes they can be hilarious like the car flipping one. I play this game a lot and think I have a few good ideas on how to improve the game mechanics and game as a whole. 1. Counsellors cannot leave the match until they are killed or die. Countless times have players left just as I am about to kill them as Jason or if they are near death or mid grab. This is a massive d*** move. I think the quit button should be unselectable to currently alive counsellors but once the player has died, then they can select quit. If a player really wants to leave so badly they should either kill them self from a broken window, jump from an upstairs window or just shutdown the game/console. 2. Vote to kick. Teaming is a massive problem in this game. If you are unaware of what this is, it is essentially when 2 or more people in a party help out the person playing as Jason by revealing counsellor locations, holding onto key items such as the fuse and basically doing anything to prevent the counsellors from escaping/winning. I play most days with a group of four friends and we never cheat. On a few occasions we have teamed up to kill previous "teamers" (if they cheated in a previous match as they sort of deserved it) and they almost always leave immediately after. I propose to add a vote to kick feature. It would be better if only counsellors can vote to kick other counsellors (if Jason could vote he would probably try to kick skilled counsellor players). Secondly Jason can not be kicked, kicking Jason would only end the game but at least kicking his counsellor "teamer" would stop the cheating . Ofcourse Jason could still leave the match, but having this feature would decrease the chances of teaming in the first place. If half of the lobby agrees to kick the player then they should be successfully removed from the game. In an extremely rare case you could be in a lobby with an almost full party cheating and there's not really much you can do so just find another game. 3. Change in pre-game lobby. Every single and I mean every single lobby there is always at least 1 person that doesn't ready up. My first possible suggestion would be to shorten the lobby time. On top of waiting for everyone to ready up and the loading screen, it can sometimes take an excess of 4+ minutes to get into gameplay making it rather tedious. Additionally if the lobby is full, begin the load game countdown. People may complain about not being able look at there perks/unlocks etc but the lobby isn't a place for you to hold everyone up and equip your newly gained perk to every counsellor. If you want to sort your unlocks out leave the lobby and find another match or be quicker. Alternately you could allow players to ready up and still glance at their unlocks, although I assume it is built this way to prevent players losing newly acquired items just as the match begins to load. These are some of the major issues I have with the game and hopefully something will be done about it.
  4. ? I like this game , but, one little toggle Right or Left gets your ass stuck on a rock or worst case -->my last match: me and a poor old newb drowned by Jason. Please, we know the dedication to making it likely that (just like the movies) at best, 2 counselors survive with some stabs and limps, BUT, ironically the rare chance (unless you play 8-10hrs per bloated sitting/gaming) you get to a boat or car undetected then try to escape out of that map,.... Maybe your the last counselor who fought his way past Jason's volleys,, well the last thing you want is movie like STUPIDITY - purposely programmed into the mechanics of the BOAT or car. GUN ! We know "movie teens" in horror movies "twenty somethings" from that genre FILM? are engineered for spectator gawk fetishes.... But my god, we're gamers not sloppy steerers?... Horrible! Siskel and Ebert gave some of the movies of Friday the 13th franchise low depressing scores because of how depressing it was that--> Killer kills, 1 survivor out of a dozen or more. That was a paraphrase. What value is that to a gamer? Whether a player plays to escape, beat up Jason, BOTH , drive around, walk around in a sort of surreal experience that 10% resembles some of these movie recollections (not that it has to come close to movie experience or that you designers are doing a bad job aesthetically -- contrary GREAT JOB AESTHETICALLY!!?). The blueprint and tropes of stupid driver in horror flick is pretty degrading to gamers, not to the movie goer which I am both of these consumers! Well, the feeling one gets from being engulfed by one of their weekly entertainment values by barely escaping or teamworking is good, not great or sub par, it's just good, after a gym workout or work temperatures of 100 degrees where I live; what value does it hold to loose over and over then get the boat and die, due to some patch which made the worst gaming driving or boating experience WORSE?! That's where I start thinking of how valueless it becomes HEARING Siskel and Ebert's criticisms and repeated words depressing, depressing. The people are playing to have fun - generally. They play to be in a "fantasy world" walking around beating up Jason, escaping by run/boat/ car, to be within a few feet from Jason's own breath. And yes, "some of them want to be abused" some play to be the closest to a serial inhuman killer with "magic" powers of appearing out of nowhere (just like the movies) great, it is after all 8 counselors taking up space on a given map within a time frame of 19min and 30 or 45 seconds. Just please fix this boat and car steering. Not that getting stuck unable to interact with any friggin' items and fixtures isn't right out frustrating or inexcusable as well.
  5. I figured I'd just consolidate my ideas and feedback into a single thread. I'll just add to it if something pops in my head. Thanks for dropping in for a read. Revamping Counselor Statistics: Composure – stoicism and resolve; ability to resist fear and think clearly under pressure 1. Determines Fear accumulation/reduction rate. Higher score = slower Fear gain, faster Fear reduction. 2. Higher score equates to greater Fear pool. (Can absorb more before moving to next Fear level) 3. Inverse of score determines stumble/mumble chance. “10” = 3% +1% for each fear level gained. “9” = 5% +1% for each fear level gained. “8” = 8% +1% for each fear level gained. Et cetera. Inverse of the score also determines if the stumble actually becomes a fall to the ground. “10” score = 3% +1% for each fear level gained stumble chance and the same odds (second RNG event) that it becomes a fall down rather than a stumble. Stumble/mumble chance should be determined once every 20 seconds of jogging, sprinting, or remaining in a hiding spot. 4. Higher score speeds up the time make calls for Tommy and the Police. Increases call speed by +2% for each point of Composure (max 20% of course). 5. Passive Sense avoidance chance equal to the Composure score. Athleticism – raw athletic potential/capability; ties partially into overall physical strength 1. Higher score determines swim, jog, and run top speeds. +2% bonus for each point in the score. 2. Higher score determines dodge speed in combat stance. +2% bonus for each point in the score. 3. Higher score determines how fast a counselor recovers from the prone position (i.e. jumping through a window or getting up from a stumble fall). Recovery speed is boosted by 1% per point in Athleticism. 4. Higher score impacts melee weapon speed. +2% speed boost for each point in the score. 5. Higher scores boosts how fast a counselor climbs through a window or barricades a door. +1% speed boost for each point in the score. 6. **The combination of Athleticism and Conditioning determine the base melee damage dealt by the counselor and the % stun chance bonus for melee weapons. If a counselor, say Kenny, has a 5 in each score. He would have a combined value of 10/2 = 5 for determining melee damage. However damage is determined by the Devs???. Kenny would also have a default +5% stun chance using all melee weapons. If Bugz had values of 8 and 10, he would have a value of 18/2 = 9 for determining damage and a default bonus of +9% stun chance. Lastly, the counselor would have a % bonus to break-free from Jason’s grab equal to their combined Athleticism and Condition statistics, minus 2% for each fear level currently experienced. Using Kenny one more time as an example, he would have a 10% bonus to breaking free of Jason’s grab at 0 Fear, but would incur a -2% penalty to this passive bonus for each level of Fear he gains. Conditioning – endurance and recovery; ties partially into overall physical strength 1. Determines Stamina pool size. 2. Determines how fast Stamina is used and regenerates. 3. Determines how much damage is reduced by blocking in combat stance. +2% per point in the score. 4. Determines how much Stamina is recovered by stunning Jason, crawling through a window, breaking free of a grab, and resting in a hiding spot. 5. Inverse of score determines speed penalty. “10” = 2% speed penalty for crouching, jogging, sprinting, crawling through windows, etc. “9” = 4% penalty. “8” =6% penalty. Et cetera. Determines how fast a counselor can move when carrying the battery or gas can. 6.**The combination of Athleticism and Conditioning determine the base melee damage dealt by the counselor and the % stun chance bonus for melee weapons. If a counselor, say Kenny, has a 5 in each score. He would have a combined value of 10/2 = 5 for determining melee damage. However damage is determined by the Devs. Kenny would also have a default +5% stun chance using all melee weapons. If Bugz had values of 8 and 10, he would have a value of 18/2 = 9 for determining damage and a default bonus of +9% stun chance. Lastly, the counselor would have a % bonus to break-free from Jason’s grab equal to their combined Athleticism and Condition statistics, minus 2% for each fear level currently experienced. Using Kenny one more time as an example, he would have a 10% bonus to breaking free of Jason’s grab at 0 Fear, but would incur a -2% penalty to this passive bonus for each level of Fear he gains. Any half increments for determining strength/stun chance would be rounded up. Acumen – critical thinking (good judgement) and quick decision making 1. Determines the number of “pie slices” in the repair quick time event (QTE). 2. Determines the size of the “pie slices” in the repair QTE. 3. Determines the speed of the dial progress for a repair QTE. 4. Increases the speed to disarm Jason’s traps. Perhaps a 2% speed increase for every point in Acumen. 5. Increases the “break free” duration/difficulty of setting a counselor bear trap for Jason. +2% difficulty for each point of the Acumen score. 6. Increases the utility of melee weapons (knowing how to get more uses out of them). +3% bonus chance (per successful hit) the weapon does not break when out of durability for each point of Acumen. As an example, Deborah with Acumen 10 would have a 30% chance her melee weapon doesn’t break when its durability reaches 0. Stealth – the ability to reduce detection and go unnoticed 1. Determines the size and detectable range of sound pings. Detectable range of pings is reduced by 3% per point in the Stealth score. Size of the detectable pings is reduced by 2% per point of the Stealth score. 2. Reduces the in-game audio noise generated by the counselor (opening/closing drawers, doors, entering and exiting hidings spots, etc.) by 2% per point of Stealth. % chance equal to Stealth score certain actions will be completely silent (climbing through a window, opening/closing window or door, enter/exit a hiding spot, repair failures, stumbling/recovering from a jump-through-window.) 3. Each point in stealth improves crouching movement speed by 2%. A.J. with Stealth 10 would have her sound ping detection radius reduced by 30%, and the size of the pings reduced by 20%. Her in-game audio noise cues would have their volume reduced by 20% AND she would have a 10% chance (RNG) to make ZERO noise when completing certain actions. A.J. would also have her crouch speed increased by 20%. EXAMPLE:Grants a % chance equal to the Stealth score certain actions will be completely silent. A) Entering a window, Entering/Exiting a hiding spot, stepping in one of Jason’s traps, or failing a repair QTE. Counselors would have a total of 25 statistic points and counselor creation would follow a few simple rules. 1. No counselor (except heroes like Tommy) could have more than one stat with a value of 9-10. 2. No counselor could have more than one stat with a value of 7-8. 3. No counselor could have more than one stat with a value of 1. EXAMPLE Conversion of A.J. to new format: 6 Acumen: 2 Athleticism: 4 Composure: 3 Conditioning: 10 Stealth: So what does this mean for A.J. with her new stats based on the example? 1. 12% speed bonus to disarming Jason’s traps. 12% chance her weapon does not break when it reaches 0 durability, allowing her an additional usage of the weapon. 2. Sound ping detection radius is reduced by 30%. Size of the pings produced is reduced by 20%. In-game audio noise for actions will be reduced by 20% for proximity detection. Finally, there would be a 10% chance (per instance) that entering/exiting a window, entering/exiting a hiding spot, stepping in Jason’s traps, and failing a QTE repair check will be completely silent (non-detectable by sound or notification to Jason). 3. 6% of Jason’s melee attack damage would be blocked when using the block function. 16% speed penalty when carrying a gas can or battery. 4. Swim, crouch, and run top speeds gain a 4% bonus. 4% bonus to dodge speed while in combat stance. Climbs through windows, barricades doors, and recovers from the prone 2% faster. 5. 20% chance to stumble/mumble +1% per fear level gained past 0 fear. 20% chance that a stumble instead become as fall. 6. Speed for calling Tommy or Police is increased by 8%. 7. Passive Sense avoidance chances of 4% is always active. 8. A.J. would have a 5% stun chance bonus with all melee weapons and a 5% bonus to break-free attempts from Jason’s grab. Her effective strength score would be equal to her Athleticism and Conditioning (2+3) divided by 2 = 2.5(rounded up to 3). 3 would determine her base melee damage (Strength 3 as we know it currently). Counselors should also each have a specific unique trait that differentiates them from the playstyle and theme of other counselors. Here are a few ideas that might work: Unique Counselor Traits to go with re-vamped statistics: Adam Trait: Gearhead; if it has an engine, Adam can make it purr. · Vehicle start time is reduced by 20%. A.J. Trait: Wallflower; A.J. is an outsider and knows a lot about getting around un-noticed. · +10% movement speed when crouching. +10% stamina regeneration when alone (nobody with 30m) Brandon Trait: MVP; Brandon is a star player. Respect the Champ! · +10% melee damage. Can block Jason’s grab while in combat stance Chad Trait: Egotistical; Chad is special. You are not. That’s why Chad is rich. · +10% to all movement speeds when Jason is close AND other counselors are close (within 30m). Vehicles move 10% faster when Chad is a passenger. Deborah Trait: Quick Study; Deborah learns how things work quickly. · +10% speed boost to all non-movement actions Deborah has already done once before during the match. Eric Trait: Natural 20; Eric has faced the worst role-playing games have to offer. His lucky D20 will see him through. · Eric will automatically succeed at the first repair QTE each match. Jason will receive a sound notification (as applicable) 10 seconds after the repair has been completed. Fox Trait: Sassy; Fox isn’t afraid to get in anyone’s face. · Pocket Knife stun duration is increased by +20%. 10% chance to start match with a pocket knife. Jenny Trait: Final Girl; She is a natural survivor, even if she doesn’t realize it. · +10% sense avoidance chance when Jason has Rage. 30% chance that retrieving Pamela’s sweater from Jason’s shack does not notify Jason without his mask. Kenny Trait: Pragmatic; Kenny knows how to utilize what he has to maximum effect. · 5% chance to gain a second use out of a one-time use consumable item (shotgun, flare gun, firecrackers, med spray, etc.) Mitch Trait: Stoned; the drugs and music expand the mind dude… · +10% fear resistance. +10% chance to detect Jason in Stalk when within 10m. Tiffany Trait: Popular; Tiffany is popular for her good looks and outgoing personality. People want to be around her. · +20% fear resistance if Tiffany is not alone. This applies to her and all counselors within 10m. Vanessa Trait: Gym Rat; Vanessa takes working out seriously. It pays off. · Sprint speed increased by +10% when at maximum fear. Stamina depletion reduced by 30% when swimming. I guess then all we need is a revamped perk system, but I would recommend that no perk offers a bonus greater than 20% or has a penalty greater than 10%. Perks should make meaningful adjustments to the counselors and stack with their existing strengths. EDIT: A few unique one-use items for each counselor to start with. Unique Counselor Items – One time use/non-droppable A.J. Elastic Bracelet: The first time A.J. is grabbed by Jason, A.J. won’t drop her carried item. Adam Screwdriver: If Adam installs the car batter or boat propeller, he gives the vehicle a quick tune-up. The vehicle’s start time is reduced 5% for all counselors. Brandon Championship Ring: The first time Brandon hits Jason and breaks a counselor free from his grab, Jason’s stun time is increased by 25%. Chad Money Clip: The first melee or knife attack that hits Chad ignores all damage. Deborah Chemistry Book: The first flare gun or firecracker used by Deborah will put all his abilities on cooldown for 10 seconds in addition to the normal stun effect. Fox Flask: The first time Fox runs out of Stamina, she will regain 25% of her maximum Stamina. Jenny Family Picture: The first time Jenny reaches maximum Fear, her Fear level will be reduced by 25%. Kenny Padlock: The first door that Kenny barricades or locks has its hit points tripled. Door cannot be unlocked again. Mitch Rolling Papers: Mitch will not cry out, regardless of Fear level, the first time he is in a cabin when the power is cut. Tiffany Hairspray: The first time Tiffany is pulled from a vehicle, she will automatically break free of Jason’s grab. Vanessa Granola Bar: The first time Vanessa is reduced to limping, will be healed 25% of her maximum health. Balancing Jason v. Counselors To balance Jason, we need to establish a couple key baselines related to speed. Let’s take a minute to look establish basic movement speeds. It appears the Devs are using metric units of measure so I will do likewise. Base Counselor Crouch Speed 1 meter per second (m/s) Base Counselor Speed (walking/limping) 1 m/s Base Counselor Jog 3 m/s Base Counselor Sprint 9 m/s Base Counselor Swim 2 m/s Base Counselor Fast Swim 3 m/s All of these basic speeds are unmodified bases assuming a stat score of “0”. Individual counselor stats would modify the baseline. EXAMPLE: AJ’s base speed would be 1.04 m/s after adjusting the baseline for her Athleticism statistic. Her Jog would be 3.12 m/s, and her sprint would be 9.36 m/s. Any penalties to her speed would be assessed AFTER calculating what her base stat bonus would be after being modified by her ability score. So simply put, if her Jog Speed were penalized (such as carrying a gas can), the 3.12 m/s value would be penalized; not the unmodified baseline shared by ALL counselors. In all instances, a penalty would always be applied AFTER bonuses, regardless of the source (stats, traits, perks). This is to ensure that penalties never become trivial by being outpaced by bonuses. Jason Jason’s Slow Walk would be the equivalent of a counselor with a “0” stat in Athletics (the unmodified baseline = 1 m/s). Jason would be slow enough that even a limping counselor would still put distance between him moving at his slowest movement value (assuming no movement penalties). This would be offset by Jason have 75% reduced movement noise (footsteps) while moving at his slowest movement value. Additionally, Jason would not have his marker icon show up on counselor maps if spotted while moving at his slowest movement value or while more than 5m from an artificial/natural light source (regardless of movement speed). This adds tactical value to using his slowest form of movement. Jason Fast Walk 1.75 m/s Jason Jog 2.75 m/s Jason Swim B – 2 m/s | B + 0.25 m/s | B + 2.25 m/s Boat (B) Baseline 9 m/s Car (C) Baseline 12 m/s Jason SHIFT C – 0.50 m/s | C + 1 m/s | C + 2.50 m/s Initial balancing of Jason vs. Counselors needs to happen at the movement interaction level between him and HOW fast they can move (at an unmodified level). Weapon and Environmental Damage for Jason: Jason, counselors, and environmental objects (barricaded doors and walls) would all default to “100” hit points. When Jason reaches 100 hit points received, he loses his mask. Allow me to explain. Jason Weapon Strength Trait 20 | 25 | 34 = damage per hit A Jason with neither Weapon Strength as a negative nor positive would kill an un-perked counselor in 4 hits (25 damage). He would break down a barricaded heavy door in 4 hits (1 hit for a light door/all Jason’s). It would take 3 hits for a +Weapon Strength Jason and 5 hits for a – Weapon Strength Jason. Un-barricaded heavy doors would have 50% less hit points (50). Counselor Weapon Baseline 3 | 6 | 9 |12 (The raw strength calculation between Athleticism and Conditioning would be added to the value for the damage of the weapon used. A.J. as an example would add “3” to base damage for any weapon used. Other Jason Traits/Abilities: ALL Jason’s would have 4 Strengths and 4 Weaknesses @VoorheesAJollyGoodFellow has some pretty in-depth ideas regarding how Jason could have 4 Strengths and Weaknesses. Check out his ideas HERE! Morph (cooldown 30 seconds neutral): Jason’s should have a negative/neutral/positive attribute for almost every trait and ability. +Morph: Cooldown reduced 20% (24 seconds), precision increased (more grid points per map position). -Morph: Cooldown increased 20% (36 seconds), precision remains as neutral Shift (Cooldown 30 seconds neutral): Base speeds are determined relative to car movement speed unmodified. +Shift: Cooldown reduced 20% -Shift: Cooldown increase 20% Sense (Full recharge from 0 at 30 seconds): Sense radius is tied to Rage meter accumulation. Radius minimum starts at 100m and increases by percentage equivalent to the Rage meter being filled. 25% chance to detect in hiding spots Pre-Rage, 100% detection in hiding spots Post-Rage. This is mitigated by perks, traits, and base sense avoidance chance. There is no basic auto-detect radius. Jason has a base 50% chance to detect counselors at 0 Fear anywhere inside the detection range. For each Fear level gained, detection chance increases based on sense positive/neutral/negative attribute. +Sense: +10% detection chance per Fear level; Full recharge rate increased by +10% Neutral Sense: +5% detection chance per Fear level. -Sense: +1% detection chance per Fear level; Full recharge rated decreased by -10%. Stalk (cooldown 30 seconds neutral): +Stalk: Cooldown reduced by 20% -Stalk: Cooldown increased by 20% Rage: Increases all Jason ability cooldowns by 10%. Instant smash through doors and walls. Melee/grab/and thrown knife damage increased by 10%. Hit Points (Jason has a base of 100 hit points/masked knocked off at 0): + Hit Points: Hit points increased by 25% -Hit Points: Hit points reduced by 25% Defense: Jason default blocks 25% of all incoming damage when using the “block” function. Counselor Weapons incur a 25% degradation in durability. Block button response time .5 second. +Defense: Jason blocks 35% of all incoming damage using block; Counselor weapons incur a 35% degradation in durability. Block button responsiveness .25 sec. -Defense: Jason block 15% of all incoming damage when using block/ Counselor weapons incur a 15% degradation in durability. Block button responsiveness 1 sec. Stun Resistance: Jason’s default stun time is 6 seconds – unless he has room to fall back, in which case the duration increases to 10 seconds (this a "break free" stun which means he can get up faster, but he will auto-recover at 10 seconds). Jason will not get the option to “recover/break free” of a stun unless it is a bear trap, Pamela’s sweater, or unless he falls down. Default button taps needed to recover, for Jason, would be set at 30 taps. +Stun Resistance: Stun duration reduced by 33%; recovery difficulty, for Jason, by button taps reduced by 20%; Counselor weapon stun chance reduced by 5%. -Stun Resistance: Stun duration increased by 33%; recovery difficulty, for Jason, increased by 20% for button taps; Counselor weapon stun chance increased by 5%. Grip Strength: Jason’s default grip would deal 5 damage to a grabbed counselor; requiring 30 button presses to escape at 0 Fear. Each Fear level would increase escape difficulty by 10% of the base requirement (30/33/36/39) +Grip Strength: Button escape difficulty increased by 30%; Inflicts 10 damage on a successful grab. -Grip Strength: Button escape difficulty decreased by 10%; Inflicts no damage. Traps: All Jason’s would start with 5 traps by default. Traps would deal 50 damage when triggered. (Counselors would limp when they lose 50% of their hit points). Difficulty to escape traps is equal to difficulty to escape Jason’s grab (30 button presses base). +Traps: +2 traps over the default; difficulty to escape traps increases by 20%; Jason ALWAYS notified when the trap is triggered (pocket knife triggering is not silent), Stealth attribute of counselors can still offer a chance at non-detection. -Traps: -2 traps under the default; Difficulty to escape traps is reduced by 20%; Traps deal 30% MORE damage. Throwing Knives: Jason default starts with 2 throwing knifes. Base damage for a knife is 20 hit points. Base range for a knife is 25m. Each knife has a 5% chance to slow a counselor by 25% for 3 seconds. +Throwing Knives: Jason starts with 4 knives; base damage is increased by 20%; 10% chance to slow a counselor 25% for 3 seconds. -Throwing Knives: Jason does not start with throwing knives; based damage is reduced by 20%; No chance to slow a counselor. Menace *NEW*: All Jason’s scare their prey. Baseline Fear triggers related to Jason (as per how the Devs have it designed); baseline percentage to place a counselor at maximum fear after a grab = 10% +Menace: Counselors accumulate 20% more Fear when they see Jason, see Jason kill somebody, and when Jason breaks a window, door, or wall within 10m of them. 15% chance that being grabbed by Jason results in the counselor peaking to maximum fear. -Menace: Counselors accumulate Fear 20% less for certain Jason actions (see above); 5% chance being grabbed by Jason results in the counselor peaking to maximum fear. Awareness *NEW*: Jason’s can detect sound (by pings) at a default range of 200m. Rain reduces detection range by 10%. Noise pings of counselors will show on Jason's map if they are within 50m. +Awareness: Jason’s sound detection range increased by 25%; Sound pings show approximate position on Jason’s map out to the maximum detection range. Rain reduces detection range by 5%. -Awareness: Jason’s sound detection range decreased by 25%. Rain reduces detection range by 15%. Items: Pocket Knife: Limit of 3 per match (drawer randomized). Auto-break free from Jason’s grab. Can be used to disarm Jason’s trap; consumes the knife. 30% chance the disabled trap will not notify Jason, otherwise the notification is delayed by 10 seconds. Firecrackers: Limit (4-8) per match (drawer randomized). Affected radius 1.5m. Firecrackers will Stagger Jason (2 second recoil unless holding a counselor) and place his abilities (Morph, Stalk, Shift, Sense/not Rage) on cooldown for 5 seconds. While Staggered Jason cannot used grab-kill executions (gives counselors more chance to break free). Finally, Jason will be marked on counselors maps for 5 seconds. Flare Gun: Limit 3-5 per match (table and shelf randomized). Marks Jason on counselor’s maps for 10 seconds. Staggers Jason (2 second recoil/ will cause Jason to drop a counselor unlike Firecrackers) and will place his abilities on cooldown for 5 seconds. Deals 5 damage to Jason. Med Spray: Limit 4 per match (drawer, campsite, and bathroom randomized). Heals 50 hit points by default. Hammer and Nails *NEW*: Limit 3-5 per match (Campsite, table and shelf randomized). Can be used to fortify a locked/barricaded door. Increases hit points of a locked door by 75%. The door can no longer be opened (must be broken down). Fire Extinguisher *NEW*: Limit 3-5 per match (cabin wall mount). Hand carried. Trigger to create a dense white cloud with a 3m radius. Blocks line of sight and grants 100% sense avoidance in the area of effect. Dissipates after 10 seconds. Bear Trap: Limit 3-5 per match (dispersed in cabins). Locks Jason in place until he breaks free. Game Mode Idea from August 30th. Essentially a Check Point Run. Ok, I was giving some thoughts to potential new game modes that might be interesting. An idea popped in my head for a checkpoint run that would take place on a map. Not sure what to call this idea for a mode. Maybe "Death Race"? 1. There would be 13 checkpoints scattered throughout the map. Each counselor could see the next checkpoint that they needed to reach by arrow indicator on their mini-map and as an icon on the mini-map when they were close enough to it. 2. When a counselor reaches a checkpoint they have to interact with it to get a token (checkpoints can be indoors or outdoors). When they get the token, the next checkpoint will be annotated on the mini-map. Each checkpoint they reach they will get an XP award in addition to the token. 3. When a counselor gains all 13 tokens they can exit the map at one of the points where the cops would normally arrive. 4. Jason's task of course is to kill all of the counselors before they collect the necessary tokens and escape. 5. The whole of the map would still be usable, so counselors can hide and move through cabins as normal, or use any means they can to reach the next checkpoint to get their token. 6. No other escape options would be present on the map. No phone. No cars. No boat. No Tommy. 7. Jason would know where all the checkpoints are, but not in which order individual counselors will have to reach them. The order of checkpoints randomizes every match. What to do with bodies lying around> I was just thinking. The bodies pretty much lay around and act is fear landmines in-game. They cause the counselors to have a little jump and Fear spike, but that's about it right now. It might be pretty neat if after say ~3 minutes a body will get "moved" and strung up at a traverse-able window or in a doorway on the first floor of a nearby cabin. This could represent Jason "relocating" the counselor's corpse. Make it so the body blocks the window or door, but can be ripped down by a counselor using a simple QTE (based on Composure NOT Repair). Doing so would spike the counselor's Fear and clear the body. Make it so Jason can just approach a body in a doorway and tear it down with a button press (like breaking a window or generator). You'd have to have a few rules governing the mechanic. 1. Bodies will relocate only if no player is in line of sight to the body or the location it will randomize to. If this cannot happen, the body will not relocate and remain where it was originally. 2. Bodies will only appear on the first floor of structures. No need to have people complain how a body got nailed outside the 2nd story window at Higgin's Haven main house. 3. Bodies missing arms won't relocate. Need something to tack it up with. 4. Bodies killed outside will appear nailed up outside of cabins. External window and doorways only. Keep it randomized but bodies will not show up over shuttered windows. 5. Bodies killed inside will appear over windows and doors. The doors can be internal to the cabin or over exit doors. 6. Moved bodies will show up as a green marker on Jason's map. That way the Jason player is aware of new obstacles he has ostensibly set-up. Essentially, the bodies would become delay hazards for counselors that cause increased Fear accumulation in their radius (think radiating Fear landmine). They can be torn down but they also act it inhibit counselor's movement. Counselor's failing checks on the QTE won't notify Jason, but their Fear will spike drastically with each failure. It is a bit disconcerting tearing your buddy off of a door frame or window frame.
  7. I was giving some thoughts to how counselors and their stats work. Some stats seem to have almost no bearing on game play and it is kinda hard to assess the value of others. Here is my idea: Have each stat reflect a % bonus to certain things based on the score. For example: A maximum stat is 10. On a 100% max bonus scale divide 100/4 = 25%. A score of 10 translates into a 25% bonus to something tangible in-game (or a 2.5% bonus for each stat bump in score). Additionally, have 1/2 the % bonus apply to a second thing governed by the stat. Basically you'd have a high stat bonus and low stat bonus for each stat. Let us look at Kenny for a sec. He is mister balanced. Kenny would have a 12.5% primary bonus on stats, and a 6.25% bonus to secondary attributes governed by stats. So how would stats work? Baseline bonus + perk modifications. Each stat would grant a primary bonus to the counselor and a secondary bonus. Let us take Stealth: Stealth's primary bonus may be to reduce noise generation pings. The secondary bonus might be to grant a bonus to fear reduction when in a hiding place. Composure: Composure's primary bonus would be fear mitigation (reduction in the accumulation of fear). The secondary bonus might relate to overall Sense avoidance chance. Strength: Strength's primary bonus would be related breaking free of Jason's grab. The secondary bonus would increase melee stun chance. Stamina: Stamina's primary bonus would be to your stamina pool. The secondary bonus would be a regeneration bonus that kicks in when Jason is not around. Speed: Speed's primary bonus would be related to sprint top speed, The secondary bonus would relate to how fast doors can be barricaded, hiding spots entered or left, windows crawled through, etc. Luck: Luck grants better RNG chance to find items in drawers and not take damage by climbing through broken windows. Secondary bonus governs bonus to how long a melee weapon lasts before breaking. Repair: Primary bonus reflects the reduction in difficulty of a skill check. Secondary bonus reflects the chance that a missed skill check won't notify Jason. Under these guidelines, Kenny would have a average 12.5% primary bonus, and 6.25% secondary bonus without the use of Perks. No perk could make a bonus exceed 100%. Just kicking around some ideas to make stats more relevant in general. I do think they should all govern two aspects of gameplay (greater/lesser degrees).
  8. @wes @Randygbk @GunMedia_Ben This is mostly meant for the devs. Personal opinions of players are fine but in the end meaningless and will be disregarded by me when updating this topic's OP. This is about questions and official answers only. If you have questions to add, please do so. I will update this post very frequently. If you have official replies/response on certain questions, please add a source that isn't vague / can't be misinterpreted. The game and official informations are currently filled with alot of inconsistencies and contradictions about alot of it's issues. Especially if you take official replies by various devs into account that were made on the various social media outlets and different forums (official forum, reddit, steam forums, twitter..). And to be frank... it's annoying as hell. I want to take a chance though and ask for some clear cut and specified answers to many of those that can't be misinterpreted. I think alot of us would really appreciate it. I hope one of the devs will take the time to finally clear up on alot of these things. And yes, you have to be aware that the things you say are interpreted like the words of a God when you talk about them. So please, take your time and be as clear as possible. If you can't be clear about certain questions at this time, please state so. It's completely understandable if you guys didn't make up your mind on certain things yet and some things can be quite difficult to fix/realize due to technical limitations or in your abilities. I'm aware of that. But it would be highly appreciated to know if that's the case. PS: If you have a better topic title, please put it forward. I had quite the trouble with it Making this a sticky post would also be appreciated alot. I'm afraid this gets drowned by alot of nonsense. ----------------------------- Topic #1 (Combat) This will be about the Counselor's and Jason's combat mechanics, including the Combat-Stance. Jason: 1. Jason breaking down doors in Combat-Stance. Intended or not? If yes, why? What's the point of the Animation-Method then? Note* If this is not intended and will be worked on, you'll also have to work on Counselors being able to hit Jason through the door he's currently breaking with the Animation-Method. Breaking it down in Combat-Stance is currently the only way to counter this. If you can't do that due to technical limitations, please at least acknowledge and state so. I can totally see that it's a hard nut to crack due to how the game currently handles combat. Official answer: - 2. Jason's Combat-Stance blocks in a 360° radius which provides him with complete immunity. Intended or not? If yes, why? Why not frontal 180° tops? Official answer: - 3. Jason's Combat-Stance allows you to completely negate the effects of Flares, Firecrackers and Beartraps as long as he keeps the block up. Intended or not? If yes, why? Note* Flaregun, Fircrackers and Beartraps still award you points for stopping Jason even if he totally negated it's effect when playing as Counselor. This is again one of those contradictions and inconsistencies if you take official replies into account about this very issue that float around. Especially when it comes to the Flaregun, there are some very vague replies floating around by some of you. Official answer: Counselors: 1. When in Combat-Stance, it is possible to hit Jason through the door he is currently breaking down with the Animation-Method. Intended or not? If yes, why? Note* This can currently only prevented by breaking doors in Combat-Stance for Jason players. Official answer: - Topic #2 (Item distribution) 1. As of currently, items that are bound to interactive objects and objectives, that are carried by players, can become unretrievable in general if certain situations are met. Intended or not? Is there currently a system in place that respawns these items somewhere on the map if they become unoptainable? If not, why? What are your plans on this issue? Note* This is not about the items glitching halfway below ground when players die. This is most likely gonna be fixed (at least I hope so). This is when people perhaps die on the water with those items or other means that aren't caused by straight up bugs/glitches. Official answer: - Unofficial answer: Items that get lost on the water supposedly wash up on the shore. 2. How does the distribution of items that are hidden in drawers/desks work in their current form. Are they preset at the start of each round? Are they randomized as soon as player interacts with a drawer/desks? If so, do certain Counselor stats have an effect on it (like Luck for example)? Official answer: - 3. Is there a maximum amount of usable/consumable items that are generated in a session and found in desks/drawers? Maximum amount of Pocketknifes? Maximum amount of Firecrackers? Maximum amount of FirstAidSpray? Maximum amount of Maps? Maximum amount of Radios? Official answer: - Topic #3 (Progression) 1. What exactly rewards CP at the end of a round and how are they given out in general? How exactly is CP rewarded after finishing a match? What actions reward CP? Is the CP amount given due to a level up always the same? (500cp each level up afaik) Are CP and XP connected in any way or form? Official answer: - List of Counselor XP gain actions Staying till the end of a round 500xp Hero 500xp (Killing Jason) Team escape 250xp (7 ppl escape) Escape 200xp Time bonus up to 200xp Fighting back 100xp Unscathed 50xp (escaping without damage) Not in the face 50xp (hitting with flare) Show yourself 50xp (de-masking Jason) Calling cops 50xp Calling Tommy Jarvis 50xp Hunter 50xp (shooting with shotgun) Trapper 50xp (trapping jason with beartrap) Pyro 50xp (hitting with either flare or firecrackers) Repair 50xp (includes cars/boat/generator) Stunning 50xp Repairing a car 50xp (Fully repaired car participation bonus XP) Repairing the boat 50xp (Fully repaired boat participation bonus XP) Breaking free 10xp (That includes Pocketknive usage) Arming yourself 10xp Doctor 5xp (Healing with medkit, self or other Counselor) Fortified 5xp (Barricading a door) Setting up a trap 5xp DJ distraction 5xp Found a part 5xp *Again, fellow users, if you have questions yourself, please feel free to post. I'll add them after validation.
  9. Friday the 13th the Game, letter to the makers. I will simply skip the part about the problems of the game, you guys know them, it’s all over the place, but I believe that in due time everything is going to get sorted out and the game is going to grow better from all this. Why do I believe it? Because you guys must be the biggest fans of your game, and it shows. After playing “a lot” to be honest, yes… I’m amongst the lucky ones with enough friends that bought the game to play full privates without looking around too much… You know… as an 80’s kid, it also helped having friends with the same “hype” for the franchise. After playing so much, I was compelled to re-watch the movies, something I haven’t done in about 20 years. After watching Part 3, I just couldn’t believe how much of the essence of the original products you guys could replicate in this game and this is no small feat… It made playing the game even better since now all I’m looking for, is how much of the movies was put into the game. Compare about ANY games ever made based on Movies or hell… any game based of something else that isn’t an “Original” product of its own, they almost always fail to capture the essence of what they’re based upon. And most of the time they just want to ride on the money the “franchise” will bring them, I never felt that way with this game and it makes dealing with the problems more “reasonable” I guess… I would also like to say, I was not a backer for this game and to be 100% honest I didn’t even know it was a “thing” before it showed up on the PS store, I bought the game, I couldn’t get into a Quick Match, I did some research online, my friends did some too, we tried private match, we were sold to the concept, but not blinded by it. This game has the potential to become the best “Friday the 13th experience” but its not quite there yet, and I think this is why there is so much of an uproar about the game at the moment. All-in-All, my friends and I, are really enjoying the game, and all we wish is that everything gets fixed and sorted out to the point that finally more can be added and built upon so the game can live on for as long as the franchise… While playing, of course we are coming up with ideas like: “What would be good additions to the game?” “What would we like to see added to the game?” “What would respect the essence of the franchise?” “What would really make for better game play mechanics?” We have no pretension in thinking that our ideas would make things better or that they are better than others, we are just big fans of the franchise & love the game, so we thought that sharing some ideas and maybe a little constructive criticism could be nice. Suggestions: Jason could pick up corpses & do various stuff with it. He could drop them where he wants to induce fear. He could throw them inside windows to break them & induce fear. He could throw them at other counselors “over a short distance” to make them trip. Nail corpses to window & Door frames to stall/trap counselors & Raise fear levels. Context Kill Re-Work/Additions. The window context kill is a bit lame and not gory enough, I would rework the whole mechanics of the windows context kill on Jason’s side. As stated above, windows could be broken by throwing corpse through them. If window is Broken, Head could be smashed in broken window borders. If window is on Second Floor, Counselor dies from floor impact, but add flare to the landing, something like the counselor body crashing head first and bending legs over head snapping the spine. If window is not broken Jason simply throws the counselor through it Dealing damages to the counselor, if that damage would kill a counselor so be it if not let him run. To make Jason’s Grasp less of a sure shot, make the Composure stat more relevant and give a better window for Context kills: Make it a power struggle between Jason & the Counselor instead of Jason having to press 1 button to enter the kill animation. Example: Once Jason Grabs a counselor they each get to spam “X” Button to win the struggle. If the counselor wins he escape, if Jason wins he gets “X seconds… let’s say 5” window to do whatever he please with the Counselor. Trap Mechanics Re-Work/Additions. Jason could “re-arm” traps but not pick them back. Jason could pick up traps that haven’t been “triggered” or “re-armed”. Sometimes misplacing traps sucks since you only have 5 and once used they are wasted. Lose your virginity to taunt Jason. If 2 players enter the same bed or same tent, “they lose their virginity” we all know that means certain death. Both players are always shown on the map for Jason, this would introduce a new mechanic, will Jason Kill them right away, or keep them for last since they can’t hide? Taunt/Bait. Only 2 player can do this once per match, giving them some XP 50-100, for their sacrifice. I'll admit this one is funnier than good, but could still find its place some how, if more ideas are put into it. Bath Tubs. Hide inside bath tubs &/or close the Shower Curtain, it would make for another place to hide &/or another place to fool Jason into looking for hidden counselors. Add a “context kill” for catching a counselor hiding inside it. Turn the shower on to make some noise, but covering less distance than a radio. Or simply show the Cabin in Red like there was someone inside. Medium. A Character or Point of interest in each map, where we could hear the dead speaking. Could help locate items lost by the dead, and make the game less dull for them. It could also help having "something" to do while dead. Maybe hear the dead while in the cemetery Or when inside Jason's Shack, The shrine to his mother looks like a decent place for seance with the spirits of the dead. For the dead. Able to see the map, objective list, and corpses with names on the map. Something to do. Movable Camp Site cameras even if only by a few degree. Better Barricades. Have some furniture movable in front of some doors. Small Item -> Nail Gun, could be used like the pocket knife to escape Jason once &/or upgrade barricades if you have a plank in hand. Giving 1 or 2 more hits to a barricaded door &/or making the “Rage mode” Animation different &/or Longer even if only by 0.25 - 0.5 Seconds. More freedom of action with some game items. For more randomness and creativity. One of the first thing we tried with the gas for the car? Shoot a flare at it… Shot a throwing knife at a Counselor trap to disarm it... Shot a throwing knife at the tires to make the car harder to drive… Shot a throwing knife at the Counselor inside a fleeing car… More Item Variation. I don’t mean finding more, just “not always the same item” with the same effect. Pocket knife -> Ice pick -> Screw Driver -> Bowie Knife -> Kitchen Knife. Shotgun -> Bow & Arrow -> Crossbow -> Magnum. This would allow different Item spawn location like: Can’t find a pocket knife, go look in a kitchen or in the barn for a Knife or a screwdriver maybe you’ll have more luck. Can’t find a shotgun? Keep looking maybe there is a magnum in a drawer. Or a bow/Crossbow at the shooting range. Flare Guns could be able to spawn inside drawers, instead of all over the place, Would make for less empty drawer. Car keys, am I the only one wondering why they are in drawers when Key holders are near almost every door in almost every cabins? TL;DR: Keep up the good work and add more good stuff in the long run. Update:(07/06/2017, matchmaking problems has been solved for me with the PS4 1.04 patch, matchmaking are now less than 1 minute for me since then.)
  10. Okay I'm not going to lie here. After the beta, I came across the Halloween DLC for Dead by daylight. Having not played this game yet, and seeing Michael Myers in a game, made me feel like a little boy the night before Christmas. Now one thing, I want to see this game steer clear and be it's own game and not something like DbD.... But... Michael has a really cool mechanic which I think adding a spin on would be awesome to see in this game. What I'm talking about is the fear radius. The beta had the classic music play and gradually get louder the closer Jason got. I think think needs to be re-worked a little. Maybe changing the radius size depending on what different Jason you chose? Michael in DbD was scary as shit cause you don't know at times when he's there watching, building his evil within by stalking. It would be good to see some kind of mechanic where Jason needs to watch his victims to perhaps get stronger? Or get his abilities faster? Or even have a play with the cooldowns on his abilities. The music simply playing when he's near acts as no element of surprise. Please take this into consideration devs Thank you Shane
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