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Ghost can lock people in rooms. -> this can work in the game, that the ghost close the doors for 5sec... can be a ghost ability
Ghost can Steal items from investigators when attacking -> dont must be by a attack... but he could throw someone out of his hand... but stealing directly would be too much...
Damage equipment... is actually already included in the head cameras... this could be expanded via video cameras and other objects...
The thing with the items, you could do that if Phasmo. decides to bring in cards that have little lighting and you would have to bring in your own lighting (like in ghost exocismus). Otherwise there would be no real sense at the moment...
Specialities won't be in the game... you've seen too much of other ghost games.... exactly the same with damage player and transpoting...
If you have ideas you should contact the persons above the discord server... the dev's highly dont check this here... and you should explain it better
All of the item suggestions either add extra and unnecessary tedium, are made redundant by the fuse box, or both.
Pretty much the entire proposed class system does not work - that's something that had to be designed around from the early days, which have long since past. Additionally, all of the abilities that would be useful have the same overall theme; in that they'd make the game way too easy.
As for the locations - these would have to be done correctly, but in general the outdoor maps have not worked well so far (if we consider how well the campgrounds maps have behaved), and military themed maps don't really fit as haunting grounds (not to mention that it could also raise some red flags from a licensing standpoint)
Overall though, the suggestions aren't all that great or well thought out. About the only things that remotely sound interesting is having a haunted mine or abandoned warehouse... could be a neat theme for a second Large Map, but they probably have all the map ideas they need by now.
lol'd right here
Not that hard to win that bet. If devs start to implement things from the beginning, then they've extremely high amounts of freedom regarding balancing and mechanical interactions and even more important, players buy the game because of these specific features to begin with.
However, implementing these things late into the games dev cycle would instantly make half the current game imbalanced, from items, over ghost abilities, the Van structure, some of the cursed objects, hunts, player sprint and the sanity system, probably even the map structures in itself. That's like at least 1 year more development time and most of it would probably still not make it into the game, because devs actually test those things, instead of just talking about how good their ideas are without any proof of concept.
And you can take a look at school and prison to see, what adding a feature like LoS-speed up does to a game, which wasn't designed around LoS-speedup. And that was just one feature, which the game needed to be rebalanced around (luckily back at a time, where it was still about to find its identity), but here we've like 10+ of these kind of ideas.
The rest just doesn't make sense to me. Damaging players, having class specialties and stealing items is not doable. Can you imagine if a new player enters the game and then has his/her one and only dim as hell T1 flashlight taken away?
There will be more maps in the future. There is a secret in the game that the devs left for us possibly indicating a new map in the works. I'm looking forward to it.