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First of all no, it is not about speedrunning the gameplay loop. The majority of players play on intermediate difficulty and most people i play with usually don't even know half the ghost abilities or are even be able to stay alive half the time, even those with 100+ hours.
And also you seem to forget, that this is a social game, which highly profits from trust within the team, so it's not that surprising, that the majority of players just play with their friends instead of trying to find randoms in a game, where there are probably 3 dozen different ways to play the game, which is just a breeding ground for conflict. Like the size of the server browser isn't really an indicator of how well the game does, especially given that the current player numbers are still roughly at the same height of post hype-old Phasmo.
Hard to tell if it would be criticized. There are tons of Phasmo-likes, which didn't had this for of relief and still didn't got criticized for it, because Phasmo created a playerbase, which is ok with the given amount of difficulty. The biggest problem will be, if you try to reach out to a new playerbase, at which point it would be necessary to rebalance the gameplay loop, but that wasn't really necessary from old to current Phasmo, since the playerbase pretty much grew into it. Sure, many players left the game, but for each one leaving there was a new one so far
The skill ceiling barely got raised for anything below nightmare difficulty the past 3 years except for some added ghosts. Like you could compare an intermediate game from 3 years ago and today and the difficulty would still be similar.
Now the skill floor is higher if you ignore the tutorial, but if we include the tutorial, it's easily old Phasmo which is way harder, given that we basically had no tutorial alltogether aside from 8 short slides explaining a few things and then leaving you alone to try&error your way through all the stuff.
That said, i can't really agree with your reason for the server list, especially since the server list was never really the main reason for people to play the game anyway. Social games like this, where trust and humor is very important, are always gonna be geared more towards friend groups rather than guessing, if this random group will coincidentally play the same kind of difficulty/challenge as you.
It sounds like you're expecting open lobbies of being the intended way of playing, when in reality it's rather private play with friends, which is mostly dominating. And as i've said, the average choosen difficulty is intermediate, so skilled players are definitely in the minority here and you can also see that in the money system, where skilled players never really have any reason to not buy any given upgrade and even when they buy everything instantly, they still usually drown in money, because the game simply wasn't balanced around skilled players, but rather around the average. Just because you only see skilled players around you doesn't mean, that they're the majority of players or that beginners leave the game.
why?
because people who swear by the small maps aren't actually playing the game, they're just going through the motions.
oh you found out what ghost it was on tanglewood for the 1000th time? that's crazy, tell me all about how exciting it was to run in and out of the front door over and over again!
that kind of gameplay is sooooo boring, anyone who joins our lobby as a random when we do have space gets kicked if they even suggest small maps only.
unfortunately, that's like the majority of the players lmao.
how are yall really claiming to have fun on the small maps over and over again?
to me the fun comes when i hear my friends screaming for their lives down the hall in a big map, and we all have to rush to find a safe spot or exit if it's still open.
just playing the small maps so you can get easy wins isn't actually playing the game to me.
so that's why i still play it, and how i still continue to have fun.
i don't limit myself to the ez mode like so many do on this game, and i only play it during that one time of year that's almost here.
Sounds like you as well aren't actually playing the game, if you don't even understand why small maps are the most successful maps in general
It's a legitimate playstyle to rather have a short search and then focus the investigation around the ghost instead of the other way around, like you know, the thing that makes this game interesting in the first place for most people who've overcome the fear.
And just because you find the ghost fast doesn't mean, that you've to finish the investigation fast as well. I still sometimes take like 10-15 minutes for a single ghost because they're so confusing with their RNG sometimes, which is in my opinion the best part of Phasmo to begin with. And just because i don't waste 10 minutes to carry items from the van to the room doesn't mean, that it diminishes the experience i had.
Why do you have fun to play big maps only? Write it down, change all citings of big maps for small maps and you pretty much have the explanation someone else could've given about small maps.
Well i mean that can easily happen on small maps as well, especially since you've a higher chance of actually meeting up with someone that way instead of having them just silently dying on the other side of sunny meadows.
Well, i could also just assume, that you're playing sunny meadows only for the high rewards of big maps, but that wouldn't do justice to the actual reason for why you're playing there and it's the same the other way around.
I usually play with friends and instead of just speedrunning it, i rather just have fun with them and i'm enjoying, that even if a ghost is found in the same room of the same house as the last imte we played, that it can still be a completely different experience. I don't need to haul items for 10 minutes and then see my not so good friends die due to a big map being a big map, just to make me decide between finishing the map alone or retreating to allow my friends having fun investigating with me again.
And btw, you can also add difficulty settings, that make even investigations in small houses longer, like a 0-Evidence challenge on Tanglewood with a non-obvious ghost can easily take as long as a professional sunny meadows game. It's about making the game the way you have most fun, not about copying the way how others play the game and then call it the "only way to play it".
my point was that the majority of people i myself have played with that prefer the small maps, only do the step inside, then dash back outside the door thing until they get what they desire and then they want to end the map.
literally every single one of them.
the small maps in my opinion, are boring as i like the bigger maps for how big of an area they provide, just hiding in a closet in a small map isn't really fun and the maps are always short either because people die doing dumb things, or someone finishes the evidences by some way of speed running that completely takes the fun out of the map.
the OP asked why we still play phas, i gave my reason.
you then proceeded to try and say my reason was wrong lol.
my only gripes were against those that speed run levels, if you're actually playing the small maps then yeah you're having fun but those people that literally just stand in the entrance to tanglewood and go in and out over and over again until they get the exploited evidences are lame.
that's my opinion, and opinions are neither right nor wrong.
i think it's lame to speed run the smallest house in the game over and over again, i have MUCH MORE FUN if me and my friends actually PLAY on a bigger map where we aren't cheesing the mechanics and just leaving the map.
was that really so hard to understand?
i answered OPs question, and simply stated the type of players i avoid having in my lobby because they take the fun out of it.
TLDR: my reason for still playing is to come back with my friends to play the big maps during spooky seasons, we don't like playing the game some people do where they just try to speedrun smaller levels, and we instead kick those types of players because those types of gameplay loops are why people think phas is boring to begin with
- if you think speedrunning tanglewood is fun, you're the reason OP is asking why people still even play the game. - after years of tanglewood being the same, these people still speedrun it as their only accepted map lol - the definition of insanity.
I understood you, i understood you very well. You come here, tell everyone, what the right way to play is and how everybody you meet does it "the boring way" and then get confused about how not everybody just agrees to such generalization.
And somehow i've never met a person as you've described, but then i'm also not so toxic to just kick everyone for having a different opinion, but i rather communicate about what the expectations are from the others.
Read it again. I didn't say, that your reason was wrong.
But lets not forget, that this is a quote of yours:
"because people who swear by the small maps aren't actually playing the game"
You literally telling others, that they're doing it wrong. You didn't even consider, that their playstyle might be fun to them.
And here again: "actually playing". That's such a nonsensical take, as if there's a right and wrong way to play, as if people can't have fun by trying to be fast or slow or doing other stuff or whatever. You don't decide what others have fun in, so it's not about you to decide, how they "actually play" the game.
Feel free to have it, but then don't be surprised, if i have one as well. And most certainly don't throw around phrases like "actually playing", because that automatically devalues the opinion of others as being wrong as per your explanations of how to actually play the game.
So... on one hand you're attacking people for choosing to limit themselves to only a limited amount of maps, yet in your first comment you've already said, that you also only limit yourself to a limited amounts of maps. The double morale is quite big on this one.
And just to set it in perspective, we currently have 8 small maps and 4 medium/large maps, like you're literally limiting yourself to a smaller pool of maps than the majority of the ones you're accusing of only playing the same maps over and over.
And a genuine question: Where does this hate towards speedrunners come from? Like they're literally sitting in private lobbies all day long, never bothering you, yet you're constantly attacking them for having fun the way they want. And btw, we're talking about roughly 2,2k speedrunners, like that's less than 0,2 % of the playerbase, yet you're here, acting like as if they're the majority.
So when Asylum was removed, the talk was that Asylum was too big and too spacious for the gameplay they wanted and they were already working on Asylum 2.0 (Sunny Meadows) which was rumored to come after the new items got dropped. Again, I'm not complaining that people enjoy speedrunning or using ghost behavior as evidence (this did exist beforehand). But I am saying that the original gameplay loop was seemingly slower and collecting evidence took longer, the ghost was slower but it was dangerous never the less (without sprint). This made it pretty casual and simple for people who weren't looking to memorize ghost speeds, ghost behaviors etc. This made for good stream content, and I don't think I ever enjoyed playing Casual difficulty on OG Phasmophobia because the higher difficulties weren't too demanding either. I'll just leave it at that.
It’s a puzzle game. On the higher difficulty levels you only get 1, or 2 bits of evidence and have to figure it out from a selection of 3/4 possible ghosts based on other aspects, such as how fast they are when hunting. There’s actually quite a lot to it. But, it’s not everyone’s cup of tea.
And then there’s the gear to unlock.
And the seasonal events.
🤷♂️
go play call of dookie homie. this clearly aint a game for you
I do wish they'd add more fear factors, like maybe the ghost jump scaring cams, etc. I like being kept ON my toes, lol. But the game in general has pretty much stayed consistent with mechanics, which I appreciate :3
Personally, I wish we didn't have to focus on risk of having to die in the game as if there is some timer going on feeling as if the game gets tired of us "hunting", What I mean is I wish instead of having to play Hide & Seek (and die) with the ghost once we anger it, we would witness haunting experiences which the 4 ghost hunters try to better understand what the ghost is and/or wants, and to do that we actually would need to use the tools we have.. make it so we are trying to "help" the family who owns the home or the ghost pass.
Could you imagine instead of the typical hide and seek game with the ghost appearing and chasing you to death, a haunting event starts. A rocking chair starts to rock, a mother singing her child to sleep, then SLAM the child crib rattles, or the door of the room opens slowly and then a loud gun shot sound goes off.. ghost blood splatters on the wall, lights flash.. the room is back to normal. Or something more simple as say painting(s) of someones grandmother turns all evil and starts to laugh as you walk by, perhaps blood pouring from behind said painting, or perhaps a crying sound from a closet in a room, and you having to open it to find out it leads to a hidden room.. make it story driven.. the ghost hunters need to figure out what is going on and then solve the story of the haunting.
Sorry, I changed this to "What I want this game to be" instead of answering your question.. In short, I think what makes this game fun still enjoyable is not just what the game offers, but WHOM you play it with.