Jason fast travel is based on a misconception. Some auspie sat down with a stopwatch for Jason on a boat and found out Jason wouldn't even have to run, it's just an enclosed space and the "survivors" spent more time freaking out than focusing on giant dude in a hockey mask, so he got up behind them and killed them.
Jason never teleported in his mainline series.
I dunno if he did it in FVJ, but that movie is just for funsies.
I remember one time I was playing l4d with some laid back aussies, I was being that asshole who tries to tell the team what to do and they just kept letting me die. It was a good lesson in how not to be an asshole.
I was all for Jason having fast-travel mechanics just as an anti-cheese/anti-greif, but it was pretty bullshit when you had a try hard who would just kill a camper and then 30 seconds later teleport across the map and kill another group who were quietly completing objectives with no warning.
that's not scary that's just infuriating bullshit.
F13 had at least 2-3 maps from the beginning if I remember correctly, but they didn’t really change how the game played much.
I only ever saw Camp Crystal Lake. TBF it was a pretty big map.
You could also fight back with the Counselors instead of just Tommy, he just had good stats for everything and was required for the esoteric puzzle of actually killing Jason. Get his mother’s sweater from his shack, knock off his mask and then stun him with the sweater for Tommy to finish him off.
Suvivors had knives that could stun Jason. But things like the flare guns were super weak and really not worth the effort it took to set up their use. Ft13 had very good bones and alot of good ideas, but didn't quite nail the execution.
I think what would have worked better for Ft13 would have been to have AI campers that are hidden throughout the map; Jason kills someone, they respawn as one of the campers. It would fix the "you're dead, fuck you" issue for survivors, but also if they try to play fuck-fuck games like hiding in the woods, Jason can hunt down and kill the AI campers which only require one hit to kill and remove your respawns. For killers, you get to slaughter more teens and build special abiities faster.
Being able have the game adjust # of respawns would also help with skill leveling/ELO.
I thought TCM had much better mechanics; better killer variety and abilities that could up-end survivor play strategies, like the hitchhiker being able to use the narrow passages.
i think it being glorified "secure the objective" for survivors and "capture the flag" for killers as a core loop and fully balanced as such, ESPECIALLY when biased towards survivors is retarded myself.
I don't think 50-75% of the survivor team dying is survivor biased.
Its a game people are playing. I think the tunneling changes are wrong thematically, but from a playing a game perspective they make sense - nothing quite as much fun as getting permakilled in the first 5 minutes and being left with jackfuck all do for the next 15. I think a better option would be give especially the first downed player something to do other than whine on team chat.
That was one of the things I thought VHS did well, which was give deceased characters things to do including opportunities for revive - but that WAS way too survivor biased.
The main issue with DBD is there only one thing for survivors to do (well, two if you count "just wait for the killer to finish killing the other two so the hatch will open because there's no point in trying to do objectives now"), and the killer can only stop them from doing that. The only way to really solve problem would be to add options for both sides with different objective types, but at as utterly moribund by its own content as DBD is, even just adding a secondary objective type (which they had for a time with the keys but that had its own issues, so I mean one that doesn't suck and punish killers for not metagaming) with that level of work you're talking effectively an entirely new game.