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I'd like to be able to see what items are in the list from the add screen so I don't have to flip back and forth to see what may be missing.
I'd like a button to add the maximum amount of items to a game instead of having to click them all if I have enough supplies.
Some way to text message the group might be handy for those people with broken mics etc.
An indicator of who is talking when they speak so you can tell who is talking instead of guessing.
Kind of a weird one, why isn't 0c and 32f considered freezing instead of the 3c and 37.4f in the game?
Put the evidence page at the front of the journal and the pictures to the back so you can add pages as the pictures come in instead of it being stopping after a certain number.
I'd like the bug fixed that breaks the video cameras if someone with a head cam leaves or disconnects.
2: Maps that are so large that there are more than 1 ghost therefore allowing you to play with more than 4 people, maybe 2-3 trucks worth of people!
3: More types of ghosts, maybe we can travel to other places like Africa and China and fight ghosts that are known to appear there.
4: I wouldn't be opposed like a lot of people are to having a PvP mode when the game gets a bit more established.
5: Workshop content so people can make their own maps, their own tools and even more ghouls to fight.
- increased movement speed. not by a whole lot but enough to make the larger levels less of a slog to walk through
- having some kind of win/lose condition. right now you just figure out what type of ghost it is and then leave. what if you could exorcise it / capture it / kill it / complete some objective and put it's soul to rest
- have the sanity meter be like in eternal darkness where you observe weird things that aren't there as your sanity gets lower
- lesser ghosts appearing on larger levels in different areas or something to make the larger levels feel less empty. with larger levels the vast majority of the map is kinda pointless except for where the ghost room is
- fix all the bugs I guess
2. Modular or procedural maps. Kind of like in Warframe, rooms attach to each other like lego blocks and the doors are the connectors.
3. Customize player appearance and the truck. (could be for real money)
4. More ghost types.
5. More ways for ghosts to mess with people and be unpredictable and aggressive . Let them throw objects at players, shut doors in peoples faces, make loud scary sounds. Like in Paranormal Activity 1 & 2.
6. Multiple ghosts at a single haunting.
7. DO NOT make players "stronger". (like increasing player move speed and giving more ways to repel ghosts) That would make the ghosts less scary.
8. If you wanna go really crazy you could, after identifying the ghost, get an option of trying to perform a complex ritual to cleanse the location. The ghost would of course figure out what you're doing and get very aggressive. This would involve you moving around the location performing tasks in a certain order. Each ghost type would have a different type of ritual to do. This could be a DLC tbh.
- Steam achievements
a. More mobile ghosts (especially if there are non-aggressive ones added later) that will change rooms/locations once "spooked" or "threatened" requiring a sort of 'hunt' by the investigators of their own and caution to be taken to have an investigation not turn out to be endless ... something like a spirit of a "lost child", who is shy like a Shade, only responding to private contact, but does not mean harm... but also very fragile and easily frightened and thus hard to catch if too overbearing (too many interactions, name calling, etc.) -- the more forceful the team is, the hard the ghost is to catch/respond... sort of the 'opposite' of the cases where ghost require significant force in order to respond, but you need the penalty of 'changing rooms' or resetting environments' as a condition to consider if the tactics are not followed correctly (as the spirit likely won't be trying to kill you unless severely enraged or cornered into a room somewhere/somehow).
.... hostile ghost changing rooms occasionally also maybe after a longer idle time of not being 'influenced' or a need to be 'territorial'
b. Temperature being much closer related to ghost actual position, and harder to capture (like freezing breathe)... similar to the EMF meter in terms of response area; I feel like chills should only occur when you are basically touching the ghost, making the window to capture (like ghost orbs or EMF during ghost events) a little trickier at times... such as only seeing freezing breath as you run for your life, you need to catch the subtlety "in the act" as opposed to "run around the house until you find a cold room" ... almost too easy to determine location? -- make temperature measurement clues a bit harder to obtain I guess, always seems like a no-brainer when you enter a room as a "freebie" to write down at no risk.
c. Sort of in line with the above, but I feel the setup phase is almost too generous being able to detect solid evidence before there is any risk to the investigators (I see many complaints on the "ease" of the game for experienced investigators ans they can get in/out very efficiently using this widow). I fee like during setup, virtually no final evidence should be available to gather or confirm (other than ghost location to know where to "start measuring"), and it's purely a "setup time" to lay equipment and cameras, return to van and then "start the investigation" with a button or timeout when ready ... this allows some initial "observations/planning before entering" that is safe in the van, but it should not be safe when you've entered the location "for real" and activity begins... also prevents experienced investigators from speed running through their mission without risk.
d. To add some extra challenge & risk/reward decisions... if equipment is NOT returned to the van, it should be lost. I like the idea of making a call on if the 3 videocams + tripods at the end of a nasty Demon hunt are worth going back in and risking everything to retrieve and save the potential losses, or let them go and get home alive.
.. while arguably "immersion" would say you can simply pick up your gear the next morning ghost-free, thus not lost, which makes sense... I think in terms of extra game play, fear and decision making, it'd be fun to add this extra risk vs. reward mechanic to put in place and have teams make decisions upon.
e. a bit contradictory, but maybe collaborative, to my point (a.), but for larger environments like the school/asylum, multiple ghosts would be interesting and add more use/life to the entire scene... but to justify, only ONE ghost is actually "the hostile one" to be investigated and your target, and you need to come prepared to draw out it's hostility to know you are chasing the right ghost (maybe the 'minor ghosts' don't leave 3 pieces of evidence, so its impossible to fully misinterpret the final report, but will still a clues or two (max) to throw you off the scent of the real threat)... maybe save this mechanic for Professional difficulty only and people who want the extra puzzles/complexity to solve!
One thing which would be nice is a better spectator cam after being killed. Or another layer of gameplay so it isn't just a wait until the next round.
Our group enjoys the street houses the most because it more unnerving seeing belongings laying around like the family have evacuated quickly or vanished. I feel that placing too much of the horror onto the map such as spooky asylums and burnt down schools is a little on-the-nose.
The horror should be in the ghost and how it can be terrifying in seemingly ordinary environments.
Examples: Small convenience store. Office. Apartment block.
More worth-while tools:
This comes under general balancing but I find tools like the Thermometer just entirely negate the need to for anything else like the Parabolic Microphone or Infrared sensor.
Perhaps adding more bonus objectives to include their use would be a band-aid until they can be fleshed out.
Payment Balance and more dangerous tasks:
Either reduce rewards or make items cost more.
Add dangerous objectives like "Take a Photo of the Ghost while hunting" or "Ask the Ghost three successful questions on the Quija board".
Item Retrieval and Damage:
Any item left OUTSIDE of the van when the door closes should be lost, including any photos on a camera. This means you can't take a photo of the ghost then chuck it on the floor. If you want that sound sensor back, you're going to have to enter the cleanup phase and go gather your things while the ghost is hella p*ssed at you.
I'd also like to see the ghost breaking some items. For example, have a chance that repetitive questions on a Spirit Box causes the ghost to melt it from the inside. Or perhaps have the ghost rip up a Ghost Writing book or break a sensor off a wall.
Ghost visual Improvements:
I'd like to see more ghost events beyond showing up for a free photo shoot.
Examples:
Voice Recognition and Ghost Backstory
Undoubtedly Phasmophobia's voice recognition is one of its main draws. I'd like to see this expanded and have more questions available to the Spirit Box, Quija board and general commands. It just would make ghost interactions that more interesting beyond simply a box-ticking exercise.
"Throw something at him" <Target male player with thrown item> "Whisper to her" <Target female player with whisper ghost event>, "Sign my book" <Target book in player hand>
Being able to piece together where the ghost came from or why they are haunting the area could also make each round more interesting.
How about some objectives like "Find out how old the Ghost is" or "Discover how the ghost died" or "How many people have they killed".
Customisation
Allow the player to customise their character, the garage (lobby) and the Van.
This would offer another reason to save up and spend money.
For example, Ghost Adventures team went to a western town that was famous for the amount of shootouts in the saloon. So what'd they do? light off a bunch of fake handguns to stimulate the way many people died in that saloon.
Its a big "wish" but how cool!
They do still work if you drop them on the floor, the EMF for example we often place on a table pointing in the right direction and you hear the tone