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Recently I've had a bunch of instances of Ghost just not doing evidence, despite being clearly in that room for half an hour at a time.
Recently I also got more ghosts with wrong ghost behavior. I took a clip of an Onryo not blowing out a single firelight in his room within a 30 minute round.
A Shade hunting from within a small room with three players in. (Willow master bedroom)
Also ghosts ignoring smudgesticks due to multiplayer de-syncs.
For me the issues started with the progression update.
So with how often you say you see these bugs, you recorded them and reported them to get fixed...right? I can say I can think of quite a few situations where all of this is possible without "evidence issues".
Ignoring the part where Smudges aren't evidence, ping isn't something the Devs can fix. Although this exact situation can happen with Banshees without desync. Only the player the Banshee is targetting can smudge it. Everyone else can walk through the ghost without any harm.
The ghost is a literal invisible entity in the map with you, it roams around. And it can, and happily will, do any of it's functions wherever that invisible entity happens to be at the time, From throwing items to touching objects and leaving fingerprints, to lowering the temperature of a room, to interacting with a book- It all happens wherever that invisible entity is. The only evidence that is intrinsically tied to a specific room is Ghost Orbs. Everything else can and will happen elsewhere.
To use an example you bring up, The shade hunting in a small room with 3 players in it... If all 3 of you were in the same room, All it has to do is take one step outside the master bedroom door and then it can initiate a hunt, Because it's now in the hallway- Not in the master bedroom where the 3 players restricting it's hunt ability are. To properly test for a shade, you need to split the party up, one in the room, one in the hallway outside the room, one in the next closest room, etc. You want to make sure it cannot reach a room where there is no player, and optimally would use motion sensors to ensure it's not going further than you're blocking, or to respond in real time to it's movements.
The Onryo also isn't any more likely to blow out a candle than any other ghost when no players have died. If you were in it's room for 30 minutes and it Never blew out a SINGLE candle, I have to ask a few questions; What was the sanity level? Did you ever even enter it's hunting range? I ask because while the onryo doesn't blow out the candle any more often than other ghosts, it DOES treat candles like a crucifix and blow them out if it attempts to hunt, which is where players get the impression it blows out candles a lot more than other ghosts... If you never let it enter hunt range to begin with though, Then yeah, it's very possible that it just never blew out a candle, especially if it had lots of other objects in the room to interact with.
Which brings me to the next point/question- Most of the ghost's evidence functions are Interaction based, Some rooms are very sparse, having very few items for it to interact with. Others are very densely packed with items. You need to read the room, literally, to make sure you dont have too many or too few items to interact with to achieve your goal. The reason this matters is because if the ghost is interacting with the shoe by the bed, it's Not interacting with your writing book, or the light switch you need fingerprints off of, or, as with your Onryo, blowing out a candle. How many other items were in that room for the ghost to interact with?
Also, due to the ghost's ability to interact at a small range (Which, while small, is still a lot longer than many players realize), it's very possible for them to simply be in an adjacent room and interacting with objects through the wall. This can easily give a false impression of which room the ghost is actually in. It's also possible the ghost is in a room with few interactables and is just roaming to a room that has them often enough that you get tripped up on it's location.
To use a ghost I had in the past as an example, I had one in Edgefield that I was convinced was in the large blue bedroom- All the interactions with it were happening in that room, or it's bathroom; But I was struggling to get evidence. It turned out it was actually in the green bedroom just to the right of it, and had been throwing items through the wall and roaming in the hallway to fiddle with items in the bathroom too. This was confirmed by finding ghost orbs in the green room- There was only one item out of place in the green room by the time we discovered our mistake. And, coincidentally, the large blue room has basically all of it's interactables right by the wall joined to the green room or within arms reach of the door. There's next to nothing deeper into the room, so we literally had no clue to go off of, since ALL the interactions were in the room we thought it was in. The orbs though, told the truth; The orbs were never, even for a second, in the room we thought it was in, We only found it when we decided to do a sweep of the floor just to rule it out and make sure it wasnt bugged clipping through the wall into the other room or something. It was in the other room alright- Floating merrily above the bed.
With all that said, Motion sensors are your friend to make sure the ghost is actually where you think it is. Item density in the room matters- If you want it to write in a book or blow out a candle, you might want to reduce the number of other items it could interact with; If you need EMF 5 you might want to add more items.
I dont have anything to say about the smudge sticks thing... but, For everything else, What you're describing reads to me of the player's failure of understanding the ghosts actual behavior vs what the player thinks the ghosts behavior is (IE, onryo blowing out candles- just as likely as any other ghost, the standout behavior begins when it is able to hunt.), or a misread of the ghost's actual position (You seem, at least based on your writing, to think the ghost is bound to one room. As explained above, it simply is not.)
You can cross out most evidence you fail to get within 5 minutes. The three most troublesome evidence to get is freezing, which might some times take longer than 5 minutes(especially if it roams a lot). DOTS, which can be hard to see in some locations. And EMF, which isn't hard to get but someone has to actively hold it and check all the thrown item/door touches.
If you cross out unlikely evidence you can drastically increase the speed of finding the ghost.
Shades occasionally bugging out and hunting with people inside the same room is a long standing issue. I've had shades start a hunt in the middle of the prison cell block A room by the round tables with all 4 players inside the room, standing 2 feet away from the tables. Not just once, multiple times.
I've been spawn stomped by shades in single player in the middle of other large rooms as well.
The main open room is one room. The cells to the left are one 'room' and the cells to the right are one 'room'. If you read my post, you'd see that I specifically mentioned that the players were standing by the circular tables, and the ghost hunted by the circular tables. There are no room subdivisions within the main open area.
Those are the type of places you get weird room boundary issues though. The cells are 'supposed' to be their own room but it spills out into the main area in many places. You can prove that using sound sensors as they say what room they are in, and you can put them out side a cell door and it will say cell block lower level or whatever. I just checked myself and I was able to get spots in the main room that were labeled left side.
I don't know how they designate rooms but any boundary without a thick walls between them are notoriously bad. Keep in mind, at one point there was boundary issues where tangle wood basement and the dinning room had overlap, and they are not even on the same floor. So in the cell block, it is almost certainly a wonky room boundary issue.