Phasmophobia

Phasmophobia

View Stats:
Dirty_Bertie Jun 20, 2021 @ 7:52am
Some Ghosts don't feel special
Just a note before anyone goes off on me, I really love this game, I normally play it with my friends once or twice a week for a few hours for some fun intense scares and memes.

While this update was quite good, I like the new House, it's interesting to not have lockers, sure to some it's not special but i`m happy they added it either way to keep things abit more fresh and new.

However, the two new ghosts? I dont see much of a point to it? I know one of them is feels like its been put in so you dont know its going to be a poltergiest after the first 2 clues.

I like that the dev/devs are adding more and i know its early access and such but, I sort of want them to FEEL more special, Like do more interesting things to define why its that ghost not just through clues or throwing books, give me someone else to interact with it.

this can be said with some of the buildings too which feel empty sometimes like asylum where I wish they would make it so you could use the elevator and have the ghost sometimes play creepy music while your in it or have it so it plays distorted classical music in the hall ways to give you a dread feeeling, but i`m going off track.

Some of the ghost information just seems useless to you? It doesnt seem like it really effects gameplay or you notice it

I don't have any ideas on me but I don't know if anyone feels the same but this is how i feel.

I still love this, I know they are improving it alot more and I really support that and the community they have, just hope they give the ghosts they have more Weight.
Last edited by Dirty_Bertie; Jun 20, 2021 @ 7:57am
< >
Showing 1-11 of 11 comments
So, how do you envission it?

Cause the TLDR is: "Ghosts need to be special".

In what way? Execution and whatnot, should they be 'special' that wont change the premise of the game to much.

To many special 'abilitys' will make ghosts easyer to identify. EA phantom's blinking when it hunts

Demon's 67% random hunt..

Yokai's 80% hunt when talking.
Last edited by GamingWithSilvertail; Jun 20, 2021 @ 8:00am
Dirty_Bertie Jun 20, 2021 @ 8:08am 
I sort of envission it with having them more grouped together which, i guess they already are anyway but having it so they do more with the player to mess with them? sure you have book throwing, light switches, noises, but just something more intense?

maaybe have it so some certain group of ghosts can teleport to different rooms having you to move location, knock down or throw your equipment, just, something more frightful?

like, some of the journal information you get for some of them you dont ever use or care about or even notice,



Last edited by Dirty_Bertie; Jun 20, 2021 @ 8:12am
TEAK Jun 20, 2021 @ 10:16am 
So this game is still being developed by a single person but recently it was announced that they will be bringing on a couple more team mates to help develop the game faster and bring new content; should be exciting to see.

I think I understand what you are saying here but there are unique characteristics to ghost that you will learn over time.
For instance if you take a picture of a ghost but there is no ghost image in the journal you have a phantom,
The way ghost affect your sanity, sanity when using the Ouija board, times when they hunt, how fast they blink, etc.
The issue is once you learn their unique characteristics it becomes a lot easier to figure out and less scary over time.

I get what you're saying by keeping it fresh and scary though

They (new phas team) could make better use of the parabolic mic, infrared sensors and some of the other underutilized items on the truck and add a creepy element to them.
For example if using the parabolic mic maybe you can hear ghost whispers, crying or something other players cant pick up as well. (This would be a creepy element, not a dead giveaway to a ghost type or exact location)
Jump scares would be a bad idea because they become annoying over time so the creepiness could be subtle things like scratching sounds, distant whispering, seeing creepy reflections in mirrors, faces outside that look in at you, etc

They could even change the way you are killed by the ghost. Hands are creepy but so would the brief image of a ghost approaching reaching for your face.

What about seeing black eye children in the house? You turn a corner and one is standing there then they vanish? eww. it could be completely random

Ghost on the ceiling maybe?

I would just give it some time and see how things progress, If you come up with ideas by all means put it in the suggestions and they might do something with your feedback. :)

Dirty_Bertie Jun 20, 2021 @ 10:56am 
Originally posted by TEAK:
So this game is still being developed by a single person but recently it was announced that they will be bringing on a couple more team mates to help develop the game faster and bring new content; should be exciting to see.

I think I understand what you are saying here but there are unique characteristics to ghost that you will learn over time.
For instance if you take a picture of a ghost but there is no ghost image in the journal you have a phantom,
The way ghost affect your sanity, sanity when using the Ouija board, times when they hunt, how fast they blink, etc.
The issue is once you learn their unique characteristics it becomes a lot easier to figure out and less scary over time.

I get what you're saying by keeping it fresh and scary though

They (new phas team) could make better use of the parabolic mic, infrared sensors and some of the other underutilized items on the truck and add a creepy element to them.
For example if using the parabolic mic maybe you can hear ghost whispers, crying or something other players cant pick up as well. (This would be a creepy element, not a dead giveaway to a ghost type or exact location)
Jump scares would be a bad idea because they become annoying over time so the creepiness could be subtle things like scratching sounds, distant whispering, seeing creepy reflections in mirrors, faces outside that look in at you, etc

They could even change the way you are killed by the ghost. Hands are creepy but so would the brief image of a ghost approaching reaching for your face.

What about seeing black eye children in the house? You turn a corner and one is standing there then they vanish? eww. it could be completely random

Ghost on the ceiling maybe?

I would just give it some time and see how things progress, If you come up with ideas by all means put it in the suggestions and they might do something with your feedback. :)

Oh yeah for sure man, I do understand its one guy and hes hiring a few others so i get that its got a long way to go, but hopefully they would add those suggestions as you mentioned!

I wouldnt want jumpscares either, but maaybe different death animations or getting dragged away or something interesting, for sure that parabolic mic idea is something i would want, hearing crying or whispers would make it more exicting and dreading to use!
Dirty_Bertie Jun 20, 2021 @ 12:19pm 
Originally posted by Sonicle:
The problem with what you are saying is, this is an investigation type game, you gather the evidence in order to identify the ghost type, if you make the ghosts "too special" ie, frequent use of identifiable abilities, it would ruin that part of it.

I don't know about using the elevator, but I would like to see a reason to continue exploring maps after finding the ghost room.

it's mostly with how empty it feels even with a ghost, i know its an investigation game mostly but just adding more things to make it feel more alive? because even with 4 people the asylum is so boring to walk around and check every room, there isnt much atmosphere, having some distorted music playing or turning on the power to use the elevator to get to the floors quicker would just give some maps some life?

Though i know its not that sort of game but it would be nice to add small details like that if it were possible,
SleeprunnerInc Jun 20, 2021 @ 12:27pm 
One way to make the game more interesting is to take a page out of something different called Hell Sign.
It's a very different type of game but similar in aspect as you are hunting something paranormal.

The equipment should be different, limited a bit more and you would have to do something to them periodically to ''fix'' them or ''correct'' them or see if they are working or not.
Something like if you look at the cameras, there could be one thats following a player or something and if they turn around it cuts off.

That's just a few things.
But I definately think having more equipment and different ''events'' would make the ghosts a bit more special.

Since if yer going in and a room is freezing, congrats you know its one of the 3 possible ghosts.

Now what if those ghosts would throw you off by doing something that would cause you to rethink if it was actually a freezing clue or not.
R0 Jun 20, 2021 @ 12:42pm 
I think maybe the main concern is you'd figure out the ghost type too quickly if they were too obvious right. But maybe that's not actually a bad thing?

At least the way that I think about it, getting the ghost type shouldn't be THE objective for the most cash, but rather a tactical one to know how to not die in the session. Because it seems like trying to obscure the type so much that it hinders interaction is really going to just dull finding different types. Right?

Your main objectives should be to interact with that entity in specific ways, like the candle, survive a hunt, find blah in the map, get a good picture.

Because the opposite of that is, if you want good diverse interaction, you'd really need maybe 2-3x the amount of Ghost types we have now.

Seems like keeping all of the ghosts too similar in interaction might hinder the experience itself. :(
Originally posted by Dirty_Bertie:
Originally posted by Sonicle:
The problem with what you are saying is, this is an investigation type game, you gather the evidence in order to identify the ghost type, if you make the ghosts "too special" ie, frequent use of identifiable abilities, it would ruin that part of it.

I don't know about using the elevator, but I would like to see a reason to continue exploring maps after finding the ghost room.

it's mostly with how empty it feels even with a ghost, i know its an investigation game mostly but just adding more things to make it feel more alive? because even with 4 people the asylum is so boring to walk around and check every room, there isnt much atmosphere, having some distorted music playing or turning on the power to use the elevator to get to the floors quicker would just give some maps some life?

Though i know its not that sort of game but it would be nice to add small details like that if it were possible,
The asylim only has two floors, mainfloor and basement. Elevator should not act as a faster way to travel, and it only is a faster way on the left side. Its not that big as people may describe it to be. It only feels big because the first time you step into it because of the long wings. But its infact only slightly bigger then school and relatively easy to pin point where ghosts is.


You dont simply check every room on Asylim and use microphone for sound location. If you know how to use it, then you will know etxactly if its upper or bottem floor in a wing if you splt up evenly in a 4 man game.
CoyoteTraveller Jun 20, 2021 @ 2:01pm 
Originally posted by Sonicle:
The problem with what you are saying is, this is an investigation type game, you gather the evidence in order to identify the ghost type, if you make the ghosts "too special" ie, frequent use of identifiable abilities, it would ruin that part of it.

I don't know about using the elevator, but I would like to see a reason to continue exploring maps after finding the ghost room.
These really are the same two thoughts I have on the game. For special traits, for example, Spirits have a unique identifier in their footsteps - so you can sometimes ID a spirit within 30 seconds with no tools. Recognizable things are dangerous, unless you're a group that sticks around after IDing the ghost.

...and I feel like there's already a shell of continuing to explore, given the bone and some of the questions you can ask the ghost. There's no way to tell what direction the devs will take it, but I feel like there's gotta be a "solve the mystery" element that gets introduced later on. I can't even guess at the mechanics - well, I could, but I'd be wrong - but thematically, signs point to using the spirit box and ouija board and who-knows-what-else to figure out What Happened Here. So yeah. Eventually, we'll stick around the house longer.
Tatsuyo Jun 20, 2021 @ 7:36pm 
You can try to play alone so will be funny.
Last edited by Tatsuyo; Jun 20, 2021 @ 7:37pm
aex FELIZ NAVIDAD Jun 20, 2021 @ 8:10pm 
Yurei is a joke it needs to be improved
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Jun 20, 2021 @ 7:52am
Posts: 11