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However, something to keep in mind is that a good skill-based game, where the player learns the game's features and gets experience at playing (instead of a character gaining higher points and affecting the game mechanics more), the whole point of this is that an experienced person will always be able to tell compared to a new player.
If this is made too similar in an effort to make experienced players have a harder time, then it pushes out the new players (unless there's some difficulty slider that let's new players get used to the game and experienced players have more challenge).
Perhaps hallucinating a hunt instead of making ghost events look identical to hunts will be the better solution in the end?
I personally like the small window of warning you get. Especially on harder difficulty settings like insane where the ghost speed is stupidly high. Or in custom when your friends troll you and give the ghost 200% speed and give everyone 50% speed and 0 grace period. You have a small window of opportunity to actually live. You probably won't but at least some warning you 100% are going to die is nice to have.
So if the small warning ain't doing it for you, try increasing the difficulty.
Let's focus on the one fail proof giveaway that ruins it all: Lights.
Hunt: Lights stay on but flicker
Event: Lights (in the event room) will turn off every single time without exception.
The front door is certainly the second most pressing issue here.
While the suggested workaround would technically help....... come on. How unimmersive would it be?
"Oh, gotta close the front door myself so when there's a hunt or event I maybe won't know right away what it is..."
That's just absurd.
Don't you guys think the game would be significantly more interesting if the boundaries between event and hunt would not be so clear cut? If they'd be more blurred, people regardless of skill level would have to be more on their toes again.
How could this possibly a bad thing?
Front door one doesn't matter since nearby ghost events will also close them, and even if the door was closed, you could tell if it was a hunt anyways because you'll hear it lock.
Like someone said, hallucinations might do exactly what you're asking because they'll likely make it harder to distinguish events from hunts at lower sanity.
Exactly, which is why I said also lock it during events (but make it possible to unlock immediately)
Yeah possibly, or it comes along with other changes anyways, I was not aware of the upcoming horror 2.0 stuff. I sure hope it will add significantly more variety and chaos.
Not sure why anyone would disagree in the first place, let alone so eloquently by just saying no, but I see no down sides to this. It is almost annoying to see how very experienced players are not phased by anything anymore and know instantly what is happening.
After days of playing a lot, I am now also one of these and would prefer never really knowing and thus, having to be careful instead... you know, like there's a threat.
If you play these other games where the the mechanics are a lot more ambiguous with less rule-sets, it can be obstructive and annoying not being able to differentiate between an event that can kill and cant.
If anything, they should diversify and perhaps make ghost events interactive, where doing something during one can provoke the ghost and escalate it to a hunt. That would be a far more interesting mechanic than just removing the distinctions between a hunt and ghost event - which would make the game counter-intuitive .
i think the problem really seems to come down to the other copycat games. in where those games have certain mechanics or things you can do or that happen where this game does not have them but they're so poorly implemented in those other games they think it would be a good idea here or want them to be included into this game. or add any sort of annoying "realism" in a video game about ghosts. people play this for fun. i don't see whats fun about annoying, mundane and tedious tasks that no one would even really enjoy doing in real life. they would complain to death about having to do it in real life once it becomes repetitive and they want these same ideas in a video game meant for fun to be implemented into a video game. it's really weird to me.