Phasmophobia

Phasmophobia

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Gix Nov 9, 2020 @ 7:19pm
The 'F' key for items should not exist.
Most items use the right-click to activate them. PKE meter, Spirit Box, etc. It's stands to reason that "activating" items that need to be dropped on the ground/wall (like the Motion Sensor and Salt) should also use the same key as to avoid players from having to guess which buttons they need for particular items. It's not like they have separate functions.


This might be an issue specifically for non-VR users, though. It's not a huge deal but having to deal with these edge cases is annoying and borderline frustrating.
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Showing 1-15 of 19 comments
Golden God Nov 9, 2020 @ 7:25pm 
you really wrote a complaint about that?
ghOstpants1027 Nov 11, 2020 @ 9:55am 
I suggest writing the key functions on a post it. It's not a lot of info, everything you need to know about using items should fit on one.
PapaTweaked Nov 11, 2020 @ 10:41am 
I feel the same way.
jonnajoy Nov 11, 2020 @ 10:55am 
You can also change the key bindings yourself. I literally changed the run button to W, so I always "run"
Last edited by jonnajoy; Nov 11, 2020 @ 11:14am
Quineloe Nov 11, 2020 @ 10:57am 
You do understand the difference between placing (F) and dropping (G) stuff, right? That's what the F key is for.
jonnajoy Nov 11, 2020 @ 11:12am 
So, here are some tips. I've tested all these out and everything seems to work fine and makes the controls a bit more like a standard game.

1. Options > PC Settings > Local Push To Talk > Off
2. Options > Controls > Run > W
3. * > Global Push To Talk > R
4. * > Secondary Use > Right Mouse Button
5. * > Flashlight > F

Leave all the other keybindings the same. These controls seem to just make more sense to me and feel way more intuitive. Understand that you can have two actions bound to the same key.
Last edited by jonnajoy; Nov 11, 2020 @ 11:15am
Quineloe Nov 11, 2020 @ 12:02pm 
You do not want to run as default. It's known to be a ghost trigger.
Gix Nov 19, 2020 @ 11:41am 
Originally posted by Golden God:
you really wrote a complaint about that?
It's called giving feedback. Obviously it's not a deal breaker but it'd still be an improvement.

Originally posted by Quineloe:
You do understand the difference between placing (F) and dropping (G) stuff, right? That's what the F key is for.
You do understand that there's no need to have a "place" function when those items don't have an "activate" function, right?

It's not about Place-vs-Drop, it's about Place-vs-Activate.

Originally posted by jonnajoy:
You can also change the key bindings yourself. I literally changed the run button to W, so I always "run"
Unless the game allows me to set the same key for the same function, I don't particularly see your suggestion as a solution.

Originally posted by arbyo:
I suggest writing the key functions on a post it. It's not a lot of info, everything you need to know about using items should fit on one.
I would need a post-it note listing the items that need to be "placed" vs those that are "used". There are a quite a few items in the game.
Missiletoad Nov 19, 2020 @ 11:43am 
i'm more concerned about the H key on the keyboard inside the truck that actually doesn't exist
Quineloe Nov 19, 2020 @ 11:45am 
Originally posted by Gix:
It's not about Place-vs-Drop, it's about Place-vs-Activate.

video camera has drop, place and activate. It needs three buttons
r3lik Nov 20, 2020 @ 12:18am 
I agree it's the way it currently is out of necessity not to confuse people, and 3 keys are not that hard to use or remember. Most of the confusion would simply be avoided by taking a quick look at the control scheme or maybe in the future a more in depth version of the tutorial.
SiEgE Nov 20, 2020 @ 3:16am 
Originally posted by Gix:
Most items use the right-click to activate them. PKE meter, Spirit Box, etc. It's stands to reason that "activating" items that need to be dropped on the ground/wall (like the Motion Sensor and Salt) should also use the same key as to avoid players from having to guess which buttons they need for particular items. It's not like they have separate functions.


This might be an issue specifically for non-VR users, though. It's not a huge deal but having to deal with these edge cases is annoying and borderline frustrating.
You cannot do that, since Camera uses all of them already.
Left click for rotation. Right click for turning on/off. F for placement. If you remove F - you'll need a new button for exact placement.

BTW I would like to see left click rotation replaced with Q and E buttons being rotate clockwise and counter-clockwise.
Last edited by SiEgE; Nov 20, 2020 @ 3:17am
Gix Jan 30, 2021 @ 11:01pm 
Originally posted by Quineloe:

video camera has drop, place and activate. It needs three buttons
.
Originally posted by SiEgE:
You cannot do that, since Camera uses all of them already.
Left click for rotation. Right click for turning on/off. F for placement. If you remove F - you'll need a new button for exact placement.
.
Originally posted by TYPHOON:
So, your "solution" is to create confusion, because you want all items that don't activate, like candles, or motion sensors, to use the same button other items use to activate, for placement?

And what about items you can activate AND place? Should they stay the way they are?
It's a concept called "context sensitivity."

If an item cannot be used without being placed on a wall, then it stands to reason that placing it on the wall is the same as activating it.

That simple change would be enough for me and it wouldn't matter if the "place" function would still work the way it is currently. I am proposing, however, that they ditch the "place" function entirely because you can still do most actions with just two buttons.

A camera that can be activated and placed, for example, could stay as it is... sure; it's not bad but it doesn't need a "drop" function because "placing" essentially does the same thing. So, without a dedicated "place" button, the "drop" button would fulfill one or the other based on the item you're carrying.
Last edited by Gix; Jan 30, 2021 @ 11:05pm
SiEgE Jan 30, 2021 @ 11:22pm 
Originally posted by Gix:
Originally posted by Quineloe:

video camera has drop, place and activate. It needs three buttons
.
Originally posted by SiEgE:
You cannot do that, since Camera uses all of them already.
Left click for rotation. Right click for turning on/off. F for placement. If you remove F - you'll need a new button for exact placement.
.
Originally posted by TYPHOON:
So, your "solution" is to create confusion, because you want all items that don't activate, like candles, or motion sensors, to use the same button other items use to activate, for placement?

And what about items you can activate AND place? Should they stay the way they are?
It's a concept called "context sensitivity."

If an item cannot be used without being placed on a wall, then it stands to reason that placing it on the wall is the same as activating it.

That simple change would be enough for me and it wouldn't matter if the "place" function would still work the way it is currently. I am proposing, however, that they ditch the "place" function entirely because you can still do most actions with just two buttons.

A camera that can be activated and placed, for example, could stay as it is... sure; it's not bad but it doesn't need a "drop" function because "placing" essentially does the same thing.
If you remove the camera's ability to be turned on/off by the right click, and replace it with a combination of "pick up and disable/place and enable", you'll remove ability to disable the already placed camera you don't want to use, but also don't want to carry, or make me pick it up and throw it away.

What I could really use is Smudge Stick lighting up with right click instead of F. That is one of the pieces I find really counter-intuitive. Other than that, control is actually kinda intuitive, for as long as you give it a chance.
Last edited by SiEgE; Jan 30, 2021 @ 11:24pm
Quineloe Jan 31, 2021 @ 12:16am 
Gix stop asking for consolitis added to this game already.
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Date Posted: Nov 9, 2020 @ 7:19pm
Posts: 19