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TourGuide

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Everything posted by TourGuide

  1. TourGuide

    Leave it to EA...

    I've watched videos and read all kinds of comments about the change and yet, I haven't really noticed a difference at all in game. If the old TTK was 3 bullets for your weapon, then putting 4 in your target for the new TTK shouldn't be a big deal unless your aim is terrible. I'm still playing and other than most games being lop sided, usually against me, it's a fun game.
  2. TourGuide

    Ready or Not

    I'll have to see what game play looks like, before I can pass a judgement. I'm sure someone will be streaming it.
  3. TourGuide

    World of Warcraft Heroics

    You still playing Alliance?
  4. TourGuide

    Wit's new album is out!

    Listening now,
  5. TourGuide

    8 May - Conan Exiles: A Hyborian Launch

    All the changes sound very interesting.....
  6. TourGuide

    Sea of Thieves

    Sea of Thieves having been out for just over two weeks now, the team has been hard at work ensuring everything is behaving as expected, but we've also been gathering the top feedback points on the current game experience. We have been discussing these at length, figuring out solutions and getting work underway. Some issues are easier to solve than others, whereas some will require more involved fixes and take a little longer to get out to our players. Below are the top feedback points and our current plans to address them. As with everything on Sea of Thieves, we will make changes, get them out to players and assess how effective they are, using feedback and data to decide whether we need to take more steps. Our priority is always to work out what can we do to address issues quickly, and then if we need to spend more time on them for a more involved fix, we will invest that time and effort. Ship respawns When you sink a ship, they respawn too close to you. This can be frustrating for players at a Skeleton Fort, or constantly having the same ship follow you and engage you in combat. Complete: We have pushed the distance back that ships respawn at so they are out of view of the ship that sunk them. This is pretty much double the original distance that ships were respawned at. This change is in the game update that went live on Wednesday April 4th. Work in progress: We are also working on having this configurable in the service, rather than in the client, meaning we will be able to adjust this further live based on player feedback. Spawn-killing Players can get stuck in a die-respawn-die cycle if another crew stays around on their ship. Work in progress: A short-term mitigation for this is to make more players aware of the Scuttle option as a way of getting out of this scenario. We are adding information on this to the loading screen on the way back from the Ferry of the Damned, and also adding a reminder on the Ferry of the Damned itself that this option is available. Our plan is to measure whether this makes a significant difference. Are people using the Scuttle option more, is it a solution that works for the majority of scenarios? We'll assess this before taking further steps. Investigating: We are also considering options around moving ships to other world instances if they are caught in a griefing situation. This is a slightly more complex change, so we are currently investigating this to understand exactly what it would take, and the value. Brig abuse Players are misusing the brig for various reasons. The most common of these we have seen are to hold a slot, either because they want to play as a private crew or because they want to play with people with mics/people speaking the same language. Work in progress: A key change we are working on is to allow players to select whether they want their ship to be open to others being matchmade with them, or closed so that it's invite-only. This will allow players to manage how many people they want on their ship, invite friends and decide whether or not to allow other players to join them. We hope this mitigates one of the key reasons for people misusing the brig. It also has the added benefit of allowing players to sail the galleon with a smaller crew if they desire, or the sloop with a larger crew. We've had a lot of feedback and requests for this so we'll be very happy to deliver this functionality. Finding a suitable crew Closely related to the misuse of the brig, players don't really have any control over who they play with (apart from playing with friends). The key preferences we see are to play with other players using a mic, or to find people speaking the same language. Work in progress: We are working on automatically matchmaking by microphone status. The game already detects if you have a microphone plugged in, and matchmaking will now prioritise matching you via your mic status. Investigating: We will be adding the option to filter by language for matchmaking so players can find other players who speak the same language to crew up with. Cheating We have seen a few reported instances of cheating, where players are compromising the game client or using programs to gain an advantage over other players. Everyone should understand the seriousness with which we treat this, and anyone identified as taking part will have action taken against them, up to and including permanent Xbox Live account bans. We have a zero tolerance approach to this. Investigating: We are investigating and have detected some instances of suspicious behaviour, and will be taking direct action against anyone abusing the game in this way. The number of people we are currently investigating who show suspicious behaviour make up an extremely small portion of our player base. Work is ongoing against this as a high priority, once we are certain we have identified people cheating we will swiftly ban them. Content plans We hear and understand that people are keen to understand what our plans are for updating Sea of Thieves, beyond the top experience fixes. We are currently in the midst of adjusting our roadmap based on feedback we have received since launch, with a ton of planning meetings continuing through this week. We plan to release a video next week updating everyone on how we plan to evolve Sea of Thieves moving forward. We totally understand that people want to see this ASAP, but the critical thing here is to have the right plan that allows Sea of Thieves to grow in the right way. Thanks, – Joe Neate, Executive Producer
  7. This is a full game update as opposed to just a patch. It contains a wide array of fixes across our services, stability and game experience. We felt the priority here was releasing the improvements to our player base. For our next client update, we plan to send out a much smaller patch size. Download size: Xbox One: 9.99GB Xbox One X: 18.97GB Windows 10: 19.53GB XBOX INSTALLATION INSTRUCTIONS CAN BE FOUND HERE. PC INSTALLATION INSTRUCTIONS CAN BE FOUND HERE. Fixed Issues Players who have redeemed their Black Dog Pack pre-order code will now correctly see these items in their in-game chests. Not received your code? Check your Xbox Live messages over the next couple of days. Characters should no longer lose details such as hair colour and scars. When digging up a chest, there is no longer a chance that it will be impossible to pick up. Players should no longer intermittently be missing items and weapons when loading into the game. Weapon, clothing and ship cosmetic changes made after migrating server will now persist across sessions. Players will now correctly see other players titles. Snakes will now behave correctly, turning to face the player when agitated. Animal and skeleton movement around slopes has been improved. The game will no longer enter an unresponsive state after accepting a game invitation whilst matchmaking. Merchant Alliance notifications for handing in various items have been corrected. Lighting has been tweaked in order to improve performance on multiple islands and outposts. Fixed tinnitus sound which persists after being killed by multiple explosive barrels. Seagulls now fly over floating barrels. Players can no longer be held by a seemingly invisible Kraken tentacle. Fixed a range of potential game crashes. Performance Improvements Significant performance optimisations across all platforms, specifically targeting the 4K native resolution of Xbox One X. Drastically reduced the likelihood of tearing when using the small ship. Reduced the likelihood of tearing when inside the Taverns. Sizeable framerate improvements when traversing large islands. Reduced likelihood of framerate hitches when navigating outposts. Optimised Foliage for smoother experience in overgrown jungle areas. Further improvements and optimisations for all platforms are ongoing. Known Issues Player gold and reputation can be delayed when cashing in a reward. Player achievements can be delayed. For an update on both of these issues, please read our Launch Update written by Executive Producer, Joe Neate. Bounty quest skeletons sometimes do not spawn or cannot be found. If you encounter this bug, a potential work around is to sail away from the island until it’s out of range, and then sail back in to trigger the Island Name banners. Joining a player whose ship is parked at an active skeleton fort will prevent the joining player’s radial menus being opened. Rare Lore Items throughout the world will read in English, regardless of current language settings. "Hunter of Cursed Crews", Commendation is not updating. Players may become comically smaller after fighting the Kraken. Coming Updates Death Cost – Thank you all for your feedback on our previously discussed Coming Update, Death Cost. Due to your passionate comments, we have decided not to move forward with this feature. Thanks for the honest feedback & discussion on this You can discuss these release notes on the Forum, here.
  8. TourGuide

    For honor

    o'rly?
  9. TourGuide

    PUBG

    I'd be more tempted to play Fortnight.
  10. TourGuide

    Destiny 2 Trial now available

    Game is great as a solo game campaign. Story is really well done. PvP is lack luster IMO. Always on the mini-map, doesn't appear to be a gear check and mindless jumping. Reminds me a lot of COD in arcade mode.
  11. TourGuide

    Friday the 13th - 50% off

    Been working at the Nightmare Factory and watching a lot of NetFlix, but I've been playing Dead by Daylight lately.
  12. TourGuide

    Friday the 13th - 50% off

    Game is well worth $20 IMO. Would be great to get a TAC group together and pull off a Jason kill.
  13. TourGuide

    17-18 Season

    How would that make your team different from any other year?
  14. TourGuide

    Albion Online

    I watched the videos and was not impressed.
  15. UbiBlog announces Ubisoft will offer a free weekend in For Honor starting August 10th on all platforms. This trailer celebrates the news, and here are the details: We have all asked this question at some point in our lives: Could a Samurai take down a Knight? If you’ve spent countless hours imagining the outcome of this once-impossible battle, take comfort in knowing you will no longer have to concoct theoretical outcomes, because For Honor is getting a free weekend on PS4, Xbox One, and PC. From August 10 to August 13, you will have access to a deep roster of diverse heroes, as well the game’s five multiplayer modes, all multiplayer maps, and full campaign (playable in single-player or online co-op). Season 2’s Heroes, the aforementioned Shinobi and the brutal Centurion, are accessible via For Honor’s in-game currency for 15,000 Steel each. PlayStation 4 users and Uplay members can pre-load the game starting today, August 7, at 9PM PDT. If you want to keep playing and carry your progress over to the full game, we’ve got some extra good news: For Honor will be on sale with a 50 percent discount across all versions, including the Gold Edition with the Season Pass, from August 10 to August 20 for consoles, and from August 10 to August 14 on PC. This is a perfect time to jump into For Honor, as it precedes the impending release of Season 3: Grudge & Glory, which features two new heroes (the Highlander and the Gladiator), new maps, ranked play, and additional updates. The Highlander and Gladiator are available immediately to Season Pass owners on August 15, and will be available for 15,000 Steel each for all other players starting August 22. The launch of Season 3 is the first in a series of events on the For Honor development schedule that includes a new season in November the introduction of dedicated servers at a later date.
  16. TourGuide

    Fortnite

    meh
  17. Since For Honor’s launch in February, the development team has worked continually to improve the experience with 12 major updates that have fixed technical issues and balanced gameplay – and bigger changes are coming in the months ahead. These won’t be limited to the new characters, maps, and modes that the next two seasons of the game will bring, either. Planned changes include ranked matches; fighting-system alterations that will make attacking less risky and defending less of a sure bet; a new tutorial and training arena to let you practice your combat techniques; and a move to dedicated servers, which will improve connectivity and match stability. This is all in addition to the four new heroes, four new maps, a slew of new gear and emotes, and more frequent technical and balancing updates (which will be deployed first to public test environments on PC) that are planned over the next two seasons of the game. To find out more details about the changes ahead, we spoke with Creative Director Roman Campos-Oriola and Game Director Damien Kieken about where For Honor has been, where it’s going, and the role the incredibly active For Honor community has played in the game’s post-launch development. Let’s talk a little about where For Honor is at now: A lot of support has already gone into the game post-launch. Can you tell us a little bit about how far the game has come since then? Roman Campos-Oriola, creative director: Since launch, we’ve had more than 12 updates to fix some issues we might encounter, but mainly to improve the experience for the player. Every week, we add new content. We’ve had a new season with new maps and new Heroes, and we are constantly updating the balancing of the game to improve things like progression– we’ve increased how much Steel players gain, how much XP they get at the end of each match, etc. There’s also fight balancing, where we’ve improved the balance between the Heroes. We’ve made a lot of modifications to the characters and even game modes. Six months since launch, I think the team has been pretty active on that. Overall, how big of a role has community feedback played in the development schedule? Has it changed your priorities along the way? RCO: Yes, definitely. Listening to the community and analyzing their feedback has been really key, because we quickly understood we had to work hand-in-hand with them in order to improve the game. So as an example, on balancing: yes, we’re looking at the data, but also the perception of the player is key – what character they think is too strong, what character they think is too weak, and why. We also listen to what they would do to improve this character. It’s really useful information for us, because it helps us pinpoint exactly what might be the problems we need to solve. For example, when I was speaking about the XP or Steel earnings in the game –there was feedback around that that had been raised in the community, so we looked at how fast players were getting XP or Steel, and we found that it was not in line with what we wanted. It was actually a little bit too slow. That’s why we bumped this number up, not only to answer their feedback, but also because we agreed with these elements. In terms of priority, feedback has in some cases elevated some priorities that the production team already has. We’ve definitely taken a closer look at specific elements after looking into the opinions of the community. Damien Kieken, game director: On top of that, we started doing new things with the community. So for example, we were doing a community workshop at least once per season to test some of the new content in advance with some very good players. These workshops help us identify things that are good and things that could be improved. We’re also do a weekly stream with the community where we share what we’re doing in the game, where we answer some questions from them. And one of the new things we’ve been doing since last month is the public test, where we allow players to test some aspects of the game before we release them. For us, it’s a way to validate those features before we give them to other players, to see some issues in advance, and make any adjustments that we can before release. So we did the first one on Duel Tournament and ranking, and we are doing the second one this week to test the fight system a bit. What’s surprised you most about how people are playing For Honor? RCO: What surprised me, starting even before launch during the live period, is the level of passion inside the community. Their commitment to the game, and their commitment to help us make it the best experience. And sometimes they do it with their words [laughs], so it’s not always polite. But you can really feel that they care about the game. We want to express the same commitment to our players, which is why we’re sharing our development roadmap today. For example, one thing that really struck me is the number of tournaments that are hosted in the community every weekend. That’s been true since launch. Every weekend, I see plenty and plenty and plenty of tournaments being organized inside the community. There was a big one at the end of the open beta, and that hasn’t stopped since. Also, one thing that is really interesting at that level is the creativity, all the really high-quality videos – whether it’s cool moments, or funny things, or memes – it’s crazy. And one thing we actually wanted to encourage when we did the test, when we did the contest on the emblems – we made a contest in the community to design the emblems for the teams that will use the Duel Tournament feature, and we got a ton of answers and proposals from the community. And so, all the emblems that will make it to the game are actually emblems created by people inside the community. I was expecting to have an intense community, because it’s a competitive game, but not at that level of passion. “There are some adjustments we need to make to make it a little bit more dangerous.” – Roman Campos-Oriola Are those tournaments you mentioned organized by developers at all? RCO: No, it’s really in the community, totally organic, whether it’s in Europe or in the US, even in Brazil, almost all the countries. And we are not involved in that. We can help them, like push them, like I retweet that kind of stuff on my personal account. But we don’t give them cash prizes or that kind of stuff. It’s really organic. How will adding dedicated servers improve the online experience for For Honor players? DK: So basically, since we launched the game, we’ve faced new online challenges. We saw that we had connectivity and stability problems, mostly on 4v4 modes, so it’s one of the things we’ve looked at and worked on a lot since the game launched. And during that process, we decided to do an analysis of the whole online infrastructure we have and compare it to other existing ones. And in the end, based on all the data we gathered … we decided to do the move and to migrate to a dedicated server technology, for many, many different reasons. One of them, and the main reason for us, is that we want to improve the stability of the matches on 4v4, and we want to have an architecture that is more long-term, that could help us more in the future for the things we want to do next. And then you have some very simple examples; with dedicated servers, you don’t have session host migration anymore, so there is no game pausing when somebody leaves the session. You won’t have to manage your NATs. You don’t have to check your NAT if you want to play with a friend or things like that. So it will also help greatly the overall experience of the player, from matchmaking to the game session itself, to playing with friends, and things like that. What kind of work has to be done to implement dedicated servers, and how long is it expected to take? DK: It’s a big job. I won’t lie to you, it’s a very big change. We often use a metaphor, internally, that we’re changing the engine of a car while it runs. So it’s a lot of work, but it’s work that has already started quite some time ago. But it will take time, and it will go through several steps before we can release it progressively to the players. What are you going to do in the interim to improve connections? DK: Not all the team has switched to work on dedicated servers, so we have a dedicated team for that that is working inside our online team. And the other part of the online team is still working on improving the current network infrastructure. Like some players have witnessed it with the patches we’ve done. We’ve done one patch today to improve stability… we did some improvements also on the patch of last week, we introduced routers for duel tournaments that will ship during Season 3, to also manage the NAT differently. So it’s a constant work we’re still doing and we still do, until the dedicated servers are used in the live environment. What kinds of changes will you be making to the fighting system? Which issues are you specifically targeting, and what differences will players notice when attacking a defender? RCO: The core thing is, these improvements are targeted for the Duel experience, because in 4v4 group fight scenarios, there’s no such thing as defense being too powerful. The main thing is, we must not break that balance between Duel and the 4v4 experience. The thing that we want to do is reward the attacking player more. We want to make attacking a little bit less of a risk, and we want to make defense more of a commitment, and a greater risk. So for example, every time you attack or have one of your attacks parried, you lose stamina – and today in the game, being out of stamina does not make players vulnerable enough. So that’s something we are targeting, and we want to make players who are out of stamina more vulnerable. In the same way, we are buffing chip damage. So every time you block, you take a small percentage of damage, which used to be around 5 to 10%. And we bumped it to 18%. So if you are too defensive, if you’re blocking too many attacks, you’re gonna take more damage. One of the things that we’re doing at really high levels, where we have really strong players, they are able to parry almost all the actions of the game. And so what is really interesting is it becomes a mind game; I’m baiting you to make the first move so I can parry you, etc. So that’s cool, we want to keep it, but parry was giving you too much of an advantage with the guaranteed guard break after that, which could lead potentially to a one-hit kill if there is a ledge or something like that. So we are nerfing the advantage that you get from a parry a little bit. You won’t be able to have a free guard break, for instance, out of a parry. So there’s a lot of small changes like that that we are making. That’s why it’s more a rebalance of those actions; we are not adding new actions. The goal is to give a little bit more reward to attacking, and make defending a little less safe. Glad to hear you’re not sacrificing the mind-game aspect. RCO: Exactly. We think the game is good and unique as it is, and we want to preserve that base. But for sure, there are some adjustments we need to make to make it a little bit more dangerous. What kinds of rewards will players be able to earn by playing in ranked Duel Tournaments? Will ranked matches have a different effect on the Faction War? DK: It will be part of the Faction War, but it won’t have a different effect. It’s like any other activity. It will happen within a front on the Faction War, so you will gain War Assets when you participate in Duel Tournaments that you can apply at the end of each match. So on that side, it’s the same. But you will also get exclusive rewards within the Duel Tournament activity, exclusive cosmetic rewards that you will get the further you go in the tournament. So if you reach the final, for example, or you win the tournament, you will get better rewards. Rewards for winning a tournament could be an exclusive ornament for each character in the game. The main reason why people will fight in Duel Tournaments is of course to get ranked, and to get the best possible ranking in the game. So we’re starting in Duel, really, for you to evaluate yourself compared to other players and to see how good you are in the game. Are ranked matches timed events, or are they always available? DK: Playing a ranked match in For Honor will be within the Duel Tournament activity. The two features go together. It’s always available and it will follow the game’s seasons. So for each season, we will renew the ranking of the players so they can fight back. What can you tell us about the new PvP mode? RCO: What we can tell you for the moment is that we will add a new 4v4 PVP mode. And more a little bit later this year. But it will be a completely different experience. In terms of the new Heroes, gear, and maps that roll out with each season – how do you determine what those are and how they take shape? Are they designed to address various aspects of the game? How much influence does the community have? RCO: For the new heroes, we start from the weapons and the fight style. We look at cool weapons and cool fight styles, and how those can be implemented in For Honor. Then, when we actually create the fighter, we look at the current matchups that we have, and we look at how the new heroes could be a counter to existing characters. For example, with the Centurion, we tried to have that character be a little bit more of a can opener to face more defensive characters. As for community feedback and involvement in creating these new heroes, it’s not at the beginning, because we keep that secret and do it internally. But Damien mentioned the community workshop that we do before releasing these new heroes; while they are still secret, we bring some of our top players and top contributors, we bring them to the studio, and we have them play the new characters under NDA. So we talk with them about what they think about these guys – are they fun, are the interesting, are they OP, etc. – and based on their feedback, we make some adjustments or big changes to those characters before launch. As for new maps, it depends, but we have a pretty big backlog of maps and prototypes that we did during the four years of development on For Honor. So we have still a lot of stuff and a lot of ideas that we want to release, with some interesting twists you will see next season. How will the new training mode differ from what’s currently available? RCO: We are doing two things with the new training mode: First, we wanted to revamp the onramp experience of the game a little bit, from the basic and advanced tutorial, to make them better, in the sense that they’ll expose more skills. Like, currently, we don’t explain how to deflect as assassins in those tutorials. So there’s that. But also, we are shipping a completely new mode, which is the arena. The idea around the arena is to give players the opportunity to train against any Hero, situation, moves and more. These changes are really about making a better training experience for both new players and advanced players.
  18. Activision confirms suspicions of a standalone version of Call of Duty: Modern Warfare Remastered, saying this will come to PlayStation 4 on June 27th and other platforms after that. This remake was originally part of deluxe editions of Call of Duty: Infinite Warfare, and now it will be available on its own. Here's a new trailer, and here's word, which indicates the game's DLC map pack will be released separately: Activision announced today that Call of Duty: Modern Warfare Remastered, a complete enhancement of one of the most critically-acclaimed games in history, will be available as a standalone release on Tuesday, June 27th, first on PlayStation 4 in stores and via download on the PlayStation Network, with other platforms to follow. The game includes the full campaign and the 16 multiplayer maps fans know and love from Call of Duty 4: Modern Warfare, all released with stunning high-definition visuals. A new trailer can be viewed here: https://www.youtube.com/watch?v=frcic8ApwJ0 “It’s been an honor to bring this great title, which holds such a special place in our hearts, to a new generation of players,” said Brian Raffel, studio head of Raven Software. “With Modern Warfare Remastered, we’re able to relive our favorite campaign levels and multiplayer moments in full HD visuals and remastered audio. No detail was too small, as the team pored over every aspect of development.” In celebration of the Call of Duty: Modern Warfare Remastered launch, players will also be able to participate in the newest seasonal Call of Duty event called, Call of Duty “Days of Summer.” The five-week community celebration begins June 27th and will feature a bevy of in-game giveaways, XP events and new playlists across multiple titles, including a new summer-themed map for Modern Warfare Remastered that will be available through the duration of the event, along with much more to be announced on Tuesday. Call of Duty: Modern Warfare Remastered features fully improved texture resolution and detail, revamped animation, remastered audio, and much more. Fans will relive the full, iconic story campaign as they're transported around the globe with Capt. Price, Gaz and Soap across all the missions from the original game, including "All Ghillied Up," "Charlie Don't Surf," and "Crew Expendable." Players will also experience the online multiplayer mode that redefined Call of Duty by introducing killstreaks, XP, Prestige and more, and battle head-to-head in the fan-favorite maps from the original multiplayer mode, including classics such as "Crash," "Backlot" and "Crossfire." Call of Duty: Modern Warfare Remastered is rated M for Mature by the ESRB (Blood, Intense Violence, Strong Language), and will be available at SRP of $39.99. The package does not include the Modern Warfare Remastered Variety Map Pack.
  19. EA announces that a multiplayer beta for Star Wars: Battlefront II will get underway on October 6th for the public, two days after this goes live early for those who preorder the sci-fi action sequel. Here's word on the plan: We've heard you loud and clear: you want to try your hand at epic encounters with iconic heroes, massive battles across detailed landscapes, and thrilling dogfights in space. You want to play Star Wars™ Battlefront™ II. Well, we have good news for you: the Star Wars Battlefront II multiplayer beta is on the way, available for PlayStation® 4, Xbox One, and Origin for PC in October. Fans who pre-order Star Wars Battlefront II will be able to play the beta early, starting October 4**. The beta opens to the public two days later on October 6, and there's a lot to explore. What's in the multiplayer beta? You'll be able to experience some of the best of Star Wars Battlefront II across iconic planets and into the far reaches of space. Get set to dive into Naboo: Theed in Galactic Assault. Join Republic clone troopers and Separatist battle droids in a wild melee on the streets surrounding the royal palace, where you'll take control of some of your favorite heroes. But that's only part of the story. Also included is a multiplayer Starfighter Assault battle (with more details to be revealed at Gamescom), giving you the ability to pilot a variety of the most memorable starfighters from Star Wars™. Keep your eyes open for even more surprises as the beta approaches. The beta runs through October 9, and if you want to be among the first to play, pre-order Star Wars Battlefront II now. In addition to early beta access, you'll get bonus content including Yoda's Epic Lightsaber Mastery Star Card, which is only available while supplies last until October 9, 2017**.
  20. TourGuide

    Wild West Online Trailer

    The first unveiling of Wild West Online gameplay! Share this video with your friends if you like it! WILD WEST ONLINE is a systems-driven, open world, Wild West-themed action MMO built from the ground up for PC and featuring world exploration, resource gathering, PvP combat, PvE missions and much, much more. Get ready for adventure! Reserve your Alpha Access today!
  21. I agree, but it is what it is and MW was so good that I will probably still get it now.
  22. An update on Steam announces a patch is coming tomorrow to Friday the 13th: The Game to compensate players for launch problems with the movie tie-in. This video actually carries most of the news, including a look at the retro Jason skin this will include. Here's the accompanying update: I'll let the video do most of the talking, however we do want to make note that you are being heard and updates will continually be rolling in. We have a lot planned to continue this trend, but we hope this first one will be interesting to you as we move towards more and more for this game Our thanks to the community for their support, their feedback, their concern and their suggestions. This has been a rocky release, to be frank. Our team is looking forward to the future to get more features, more content, more updates rolling at a quick pace and we hope you enjoy! As for the update;
  23. Mostly true, but like most reviews I've seen of the game, not even close when it comes to the counselors. Smart counselors can escape and can kill Jason, but you can't be a lone wolf to do it, which is why so many fail. Still a fun game for most of us, hell we had 7 TAC in a private game yesterday.
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