Phasmophobia

Phasmophobia

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New difficulty: EXTREME

First of all, I wanted to say that I love this game and that this post is just an opinion / help and not a criticism and does not demand what the extreme difficulty should be.
We all know that the game is in beta, I don't need to be reminded, save your efforts.

yes the game in general needs an extreme difficulty, a difficulty above the professional to satisfy the veterans.
What I would do is:

1- It would allow the ghost to start the hunt at any time without caring about the players' sanity. There is no more frightening thing that could be added to this game than being hunted at any time, because that was exactly what made the game scary at first when we were not yet familiar with the game system. (when we were Noobie). Obviously, this would conflict with each ghost's operating mode, making the investigation even more difficult.

2- Punish players who die in extreme difficulty with the loss of all the money they have in addition to the equipment (even if they did not put the equipment in the truck). However, winning in extreme difficulty mode would give players unique or extremely expensive items, for example ... glasses that could see the ghost while it was invisible perhaps.

3- To be able to participate in the extreme difficulty there should be some initial cost or some prerequisite such as the level of each player. Lower level players could not participate in the extreme difficulty.

If you have other ideas of how extreme difficulty should be, comment below, who knows, we may be of help to improve this game in the future?
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Showing 1-15 of 33 comments
AlphaGodith Dec 2, 2020 @ 9:43am 
1. sounds good, but maybe instead of nullifying the sanity system, just stretch it out, so that like, instead of being totally safe until you're under 50%, it starts dangerous right away, but still gets more dangerous over time, so maybe instead of constant hunts at 0%, it becomes constant at 40%.

2. losing ALL money seems a little too much... maybe losing a percentage, instead? or maybe losing bought items even if they weren't brought with you. nightvision goggles would be awesome, maybe cost 1000$.

3. what should the level be for extreme? 50, 100?
Terror Knight Dec 2, 2020 @ 9:56am 
Originally posted by Godith (Alpha) Shadowind:
1. sounds good, but maybe instead of nullifying the sanity system, just stretch it out, so that like, instead of being totally safe until you're under 50%, it starts dangerous right away, but still gets more dangerous over time, so maybe instead of constant hunts at 0%, it becomes constant at 40%.

2. losing ALL money seems a little too much... maybe losing a percentage, instead? or maybe losing bought items even if they weren't brought with you. nightvision goggles would be awesome, maybe cost 1000$.

3. what should the level be for extreme? 50, 100?


Yes, I liked your opinion on sanity. In one way or another it is necessary to destabilize the confidence of veterans.

About the money, I believe that people have already accumulated too much fortune in the game, I don't have what to do with so much money myself, so I think extreme should have serious consequences for the player's economy.

I think level 300 or 200 would be ideal for extreme difficulty.:steamhappy:
Last edited by Terror Knight; Dec 2, 2020 @ 9:57am
AlphaGodith Dec 2, 2020 @ 9:58am 
Originally posted by ✞ Spooky Jack ✞:
Regarding money, I believe that people have already accumulated too much wealth in the game, I don't have what to do with so much money myself, so I think extreme should have serious consequences for the player's economy.

I think level 300 or 200 would be ideal for extreme difficulty.:steamhappy:

we have to also think of the future, people who haven't been playing since launch, and who will be able to pick up the mechanics much faster since there are no so many helpful guides already made. also, while you and i may have plenty of money, if we go back to zero over and over again, it's going to get really frustrating really fast. i am just about to hit level 200 and i've been bored for a while, so i think the level requirement should at least be no higher than 100.

edit; could also have it so you have to bring all your items back to the truck with you or you lose them even if you live.
Last edited by AlphaGodith; Dec 2, 2020 @ 10:11am
Terror Knight Dec 2, 2020 @ 10:34am 
Originally posted by Godith (Alpha) Shadowind:
Originally posted by ✞ Spooky Jack ✞:
Regarding money, I believe that people have already accumulated too much wealth in the game, I don't have what to do with so much money myself, so I think extreme should have serious consequences for the player's economy.

I think level 300 or 200 would be ideal for extreme difficulty.:steamhappy:

we have to also think of the future, people who haven't been playing since launch, and who will be able to pick up the mechanics much faster since there are no so many helpful guides already made. also, while you and i may have plenty of money, if we go back to zero over and over again, it's going to get really frustrating really fast. i am just about to hit level 200 and i've been bored for a while, so i think the level requirement should at least be no higher than 100.

edit; could also have it so you have to bring all your items back to the truck with you or you lose them even if you live.


I'm also almost at level 200, I believe that the player has to be bored a little before reaching the prerequisite to be able to play in extreme difficulty, because after the player is bored, fighting to reach the extreme level will renew the gameplay of the game.
Terror Knight Dec 2, 2020 @ 10:38am 
Originally posted by Godith (Alpha) Shadowind:
Originally posted by ✞ Spooky Jack ✞:
Regarding money, I believe that people have already accumulated too much wealth in the game, I don't have what to do with so much money myself, so I think extreme should have serious consequences for the player's economy.

I think level 300 or 200 would be ideal for extreme difficulty.:steamhappy:

we have to also think of the future, people who haven't been playing since launch, and who will be able to pick up the mechanics much faster since there are no so many helpful guides already made. also, while you and i may have plenty of money, if we go back to zero over and over again, it's going to get really frustrating really fast. i am just about to hit level 200 and i've been bored for a while, so i think the level requirement should at least be no higher than 100.

edit; could also have it so you have to bring all your items back to the truck with you or you lose them even if you live.


You are right, losing all money would be too much, so I think the best thing to do is to leave a high cost to participate in each extreme game. But I still think that the player should lose something that was very valuable, to renew this fear of death.
kuraiken Dec 2, 2020 @ 11:14am 
Not a fan of 1-2, tbh.

1. Nullifies some ghost-unique behaviour, making the experience more bland. (And ensures that there's less to go on for secondary evidence guess runs)

2. The punishment sounds too harsh and will discourage riskier & fun playstyles, while something like the ability to see ghosts will actively make them less scary and take a lot out of the experience. So your extreme reward would be an item that's more interesting for new players, but experts will avoid since it makes stuff too controllable.

3. Like other content, locking the extreme difficulty behind a level wall makes sense to encourage other avenues first. New players should still themselves be able to join extreme games, though.

Ultimately, the idea of what a extreme run should be about is, I believe, fundamental to whether it's a good addition or not.

I belief thave extreme runs should primarily seek to change the experience in a fun way.


The best way I can think of is...

1. Additional objectives you can fulfill are selected from a pool of objectives, which increase the money & xp earned.

- Bonus: Do not use Evidence Item X to discover the ghost. (Prevents you from using one of the primary evidence items such as video cameras, ghost books, thermometers, spirit box, EMF, UV light)
This means you have to use secondary evidence (breath, camera-guess shots of fingerprint areas, or behaviour evidence to make the correct guess.

- Bonus: Survive 3 Hunts while someone is inside the house. (Hunts where everyone is outside do not count)
This encourages players to actively do risky stuff, rather than just get the info and then leave.

- Bonus: Complete the mission in less than 5/10/15 minutes (depending on the size of the map)
Encourages fast & risky runs.

- Bonus: Do not use certain extra items (A number of non-primary items are selected and locked out, you have to do without them if you want the bonus)
This can prevent the use of some of the optional items, making runs more difficult and forcing people to do more with less. (e.g. using almost only standard items)


2. Additional Tasks you can do inside the house:
- (If Ouji board is inside the house) Use an Ouji Board in Room X (basement, attic, etc.) with everyone present, while all lights are out and 4 candles are lit.

- Perform a Ritual (requires 2 lit candles and smudgesticks) in room X. (May trigger an instant hunt)
This encourages people to do something risky in a specific room, usually one that is further inside the house & difficult to get away from, e.g. basements, attics etc.

3. Reduced Hunt Threshold:
Every ghost hunts 15 sanity points earlier.
(Banshee as usual, Demon starting at 80, Mare at 75, everyone else at 65)
srs008 Dec 2, 2020 @ 12:33pm 
first, although the difficulty does not affect me since i don't play the game properly, and play at amateur, I fully support people getting EXTRA better settings for them. so i'll add my post count to that goal.


but i'm reading kuraiken's post, and i love the added content suggestions there. seriously, anything to ADD and remains balanced, is good content. that sounds like EXCELLENT.
i'm already imagining watching the first stream after ritual summoning is put in, going so so wrong.
(maybe a chance that the ghost can "double hunt" if it was aggro enough or about to begin a hunt anyway?)
people make sure that get's some serious attention, it even sounds fairly easy to put in. (seperate topic maybe?)
Terror Knight Dec 2, 2020 @ 12:40pm 
Originally posted by kuraiken:
Not a fan of 1-2, tbh.

1. Nullifies some ghost-unique behaviour, making the experience more bland. (And ensures that there's less to go on for secondary evidence guess runs)

2. The punishment sounds too harsh and will discourage riskier & fun playstyles, while something like the ability to see ghosts will actively make them less scary and take a lot out of the experience. So your extreme reward would be an item that's more interesting for new players, but experts will avoid since it makes stuff too controllable.

3. Like other content, locking the extreme difficulty behind a level wall makes sense to encourage other avenues first. New players should still themselves be able to join extreme games, though.

Ultimately, the idea of what a extreme run should be about is, I believe, fundamental to whether it's a good addition or not.

I belief thave extreme runs should primarily seek to change the experience in a fun way.


The best way I can think of is...

1. Additional objectives you can fulfill are selected from a pool of objectives, which increase the money & xp earned.

- Bonus: Do not use Evidence Item X to discover the ghost. (Prevents you from using one of the primary evidence items such as video cameras, ghost books, thermometers, spirit box, EMF, UV light)
This means you have to use secondary evidence (breath, camera-guess shots of fingerprint areas, or behaviour evidence to make the correct guess.

- Bonus: Survive 3 Hunts while someone is inside the house. (Hunts where everyone is outside do not count)
This encourages players to actively do risky stuff, rather than just get the info and then leave.

- Bonus: Complete the mission in less than 5/10/15 minutes (depending on the size of the map)
Encourages fast & risky runs.

- Bonus: Do not use certain extra items (A number of non-primary items are selected and locked out, you have to do without them if you want the bonus)
This can prevent the use of some of the optional items, making runs more difficult and forcing people to do more with less. (e.g. using almost only standard items)


2. Additional Tasks you can do inside the house:
- (If Ouji board is inside the house) Use an Ouji Board in Room X (basement, attic, etc.) with everyone present, while all lights are out and 4 candles are lit.

- Perform a Ritual (requires 2 lit candles and smudgesticks) in room X. (May trigger an instant hunt)
This encourages people to do something risky in a specific room, usually one that is further inside the house & difficult to get away from, e.g. basements, attics etc.

3. Reduced Hunt Threshold:
Every ghost hunts 15 sanity points earlier.
(Banshee as usual, Demon starting at 80, Mare at 75, everyone else at 65)


I still defend the fact that ghosts start a hunt independent of players' sanity in extreme difficulty. Putting equipment in rooms to collect evidence in a game that the hunt was started, is a challenge to veterans, I don't think the fear of ghosts will disappear if the hunts become unpredictable, on the contrary, from experience the only ghost that Banshee still manages to scare me, because I don’t know if he’s going to start a hunt against me, even though he’s in high sanity. but I liked your idea about "Reduced Hunt Threshold".

I rephrased the fact of losing all money if the player was killed during the extreme difficulty, it would be best to pay an initial fee to be able to participate in the extreme mode. Maybe not in cash, but some items that could be put in the game that the player was accumulating, hidden items that would appear occasionally in the game like the Ouija boards.

Definitely beginning players should NOT participate in the extreme difficulty, as the game itself already defends. Previous difficulties would be ignored.

Making veteran players survive 3 hunts would be very easy, if you stay hidden in a certain room, behind some furniture or other object, the ghost will never find you even if he enters this room, I have already done the tests at school , I survived all the hunts just by standing behind the bookshelves. In addition, the objective "Avoid being hunted using a cruxifix" by itself is already an objective of surviving a hunt.

Your ideas are good, maybe mix my ideas with yours.
DiTaz71 Dec 2, 2020 @ 2:06pm 
Originally posted by kuraiken:
Not a fan of 1-2, tbh.

1. Nullifies some ghost-unique behaviour, making the experience more bland. (And ensures that there's less to go on for secondary evidence guess runs)

2. The punishment sounds too harsh and will discourage riskier & fun playstyles, while something like the ability to see ghosts will actively make them less scary and take a lot out of the experience. So your extreme reward would be an item that's more interesting for new players, but experts will avoid since it makes stuff too controllable.

3. Like other content, locking the extreme difficulty behind a level wall makes sense to encourage other avenues first. New players should still themselves be able to join extreme games, though.

Ultimately, the idea of what a extreme run should be about is, I believe, fundamental to whether it's a good addition or not.

I belief thave extreme runs should primarily seek to change the experience in a fun way.


The best way I can think of is...

1. Additional objectives you can fulfill are selected from a pool of objectives, which increase the money & xp earned.

- Bonus: Do not use Evidence Item X to discover the ghost. (Prevents you from using one of the primary evidence items such as video cameras, ghost books, thermometers, spirit box, EMF, UV light)
This means you have to use secondary evidence (breath, camera-guess shots of fingerprint areas, or behaviour evidence to make the correct guess.

- Bonus: Survive 3 Hunts while someone is inside the house. (Hunts where everyone is outside do not count)
This encourages players to actively do risky stuff, rather than just get the info and then leave.

- Bonus: Complete the mission in less than 5/10/15 minutes (depending on the size of the map)
Encourages fast & risky runs.

- Bonus: Do not use certain extra items (A number of non-primary items are selected and locked out, you have to do without them if you want the bonus)
This can prevent the use of some of the optional items, making runs more difficult and forcing people to do more with less. (e.g. using almost only standard items)


2. Additional Tasks you can do inside the house:
- (If Ouji board is inside the house) Use an Ouji Board in Room X (basement, attic, etc.) with everyone present, while all lights are out and 4 candles are lit.

- Perform a Ritual (requires 2 lit candles and smudgesticks) in room X. (May trigger an instant hunt)
This encourages people to do something risky in a specific room, usually one that is further inside the house & difficult to get away from, e.g. basements, attics etc.

3. Reduced Hunt Threshold:
Every ghost hunts 15 sanity points earlier.
(Banshee as usual, Demon starting at 80, Mare at 75, everyone else at 65)


I really do love the idea of the additional tasks and bonus objectives
Anakhet Dec 2, 2020 @ 2:51pm 
The first idea I think is good. I feel that should be limited to the really active and extreme style of ghosts not just the average ones. Maybe special ones just for that level of investigation. This way if you don't like that style or not up for it you can avoid it.

As for the money: That's going with the idea that people carry their cash with them. How would a ghost be able to steal their money if it's not there in person? If my gear isn't there how would the ghost get it? With this mechanic the loser would never be able to get out of debt. No the only thing lost would be the gear on site, and maybe the payment you could have gotten. But we get payment to recoop some of the gear stolen. That's a catch up mechanic.

The cost to get in would help with some of that. Have it be like a site fee thematically. No refunds, etc. But it would be in game money vs real money.

Honestly this would need to be an expansion because of how the jobs are assigned now. This would suck to come up as a contract randomly. So this would need to be it's own type say you make the contracts a drop down. Have standards (what we have now) and the extremes (what you are talking about).
Deejudanne Dec 2, 2020 @ 2:58pm 
RELEASE DATE:
18 Sep, 2020


veterans
Myth Alric Dec 2, 2020 @ 3:22pm 
If you want an extreme mode, I feel like they should just make the ghost invisible during hunts but you still get the heartbeat stuff so you know when it is near,
Bourbinski Dec 2, 2020 @ 3:32pm 
Originally posted by Deejudanne:
RELEASE DATE:
18 Sep, 2020


veterans
I mean, that only supports the need for a higher difficulty if there's a bunch of people that are already finding the game too easy.
Deejudanne Dec 2, 2020 @ 3:46pm 
Originally posted by Bourbinski:
Originally posted by Deejudanne:
RELEASE DATE:
18 Sep, 2020


veterans
I mean, that only supports the need for a higher difficulty if there's a bunch of people that are already finding the game too easy.
i know what you mean i just found it a bit funny
Bourbinski Dec 2, 2020 @ 3:50pm 
Originally posted by Deejudanne:
Originally posted by Bourbinski:
I mean, that only supports the need for a higher difficulty if there's a bunch of people that are already finding the game too easy.
i know what you mean i just found it a bit funny

Yeah verteranism can get pretty annoying and toxic sometimes. I've ran into cases with some games where people tried to kick me from the lobby for being new to a game that had been out for two days.
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Date Posted: Dec 2, 2020 @ 9:32am
Posts: 33