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To offer a countering POV, My favorite part of the game was dying. It was the payoff to all the scares- It sucked, don't get me wrong, but, I thrilled in learning to overcome the difficulty of it all and coming out on top. If I came into this game and on the easiest difficulty I never died? I would've dropped the game pretty quick, because if you don't die, Then all the rest of the atmosphere is completely pointless- There's no fear if there's no danger.
A typical assignment will be 10-20 minutes long. And on Amateur the ghost is in general INCREDIBLY passive as compared to higher difficulties. The sanity drain rate is lower than other difficulties, meaning it takes even longer for the ghost to get to the point where it can even hunt. And to top it off, you get a literal 5 straight minutes where the ghost literally CANNOT hunt, no matter what. It's already pretty forgiving as far as things go compared to intermediate or higher.
I think in your case the problem lays less in the fact that you're dying/dying quickly, and more in the fact that in Multiplayer, a dead player doesn't have much to do. In singleplayer, which is where I did a lot of my early time, A death means back to the lobby, try again- There's no 5+ minutes of nothing happening. And so, in multiplayer, death feels FAR more punishing, especially in the early game where you have no experience to survive a hunt with.
Now to the topic
Dude, you are just bad or your friends turned one one of the harder difficulties which you were obviously not prepared to. Dying is the only reason why this game remains somewhat scary ~10h into the game. After that time it is impossible to play on difficulty lower than hard, because the only thing you can die of is boredom.
You came in with your hot take on the game, before even remotely understanding how the game works and how it feels for majority of people. All jumpscares, all ghost events everything don't even trigger a single bit of emotions in people who've stayed in the game 15ish hours and more. At this point you know every event and sound by heart. They are familiar and they are harmless. The only thing that remains worth consideration at this point are hunts. Which are worth that, because they are deadly. And even then you still can outmaneuver half of the ghosts around the table and the other half will most likely never find you in the remotest room with closed door. That's it.
I can't watch scary movies, even with friends, can't play scary games, but I got dragged into this one and 10h later I was literally farming $ alone by routinely bringing stuff to the house, figuring out evidences in 5 minutes or so, routinely avoiding hunts, extracting and going back. The only possibility of getting scared is making a mistake and gettting caught by a surprise hunt in the middle of nowhere. Then it is kinda scary. Because you can die. Other than that? Boring.
Same thing with Demonologist. First couple of hours scary. After that you realize that there is no stuff you haven't seen, you know ghosts speed and the remotest room or good ol' "lets run in circles" works here as well.
And no, Im not some kind of Phasmo no lifer. I have a measly couple of dozens of hours in this game all gained as "lets play together a couple of games after work". You can join literally any public lobby and will meet there at least one guy with 200 whatever level. And this is after level reset. These guys can complete the misson with eyes closed
1. Crucifix Placing or holding the crucifix will prevent the ghost from hunting within a 3m radius of the crucifix, when placing the crucufix on the ground, press and hold F to see it's range. The ghost can't start a hunt within that range, it can start one outside it though.
2. Smudge stick (Lighter needed) When the ghost is hunting, lighting a smudge stick near the ghost (6m radius IIRC) will blind the ghost, making you invisible to it, you can also run through the ghost safely when it's blinded - right click to activate
Some mechanics:
If you're not aware, the ghost can hear when you speak on the walkie talkie, so refrain from doing that, it can also detect active electronics like torches etc, so turn them off before going into closets. Items like video cameras can't be turned off so you need to swap to another item or throw them on the ground
When the ghost is hunting it will sometimes open the closet doors when it's walking past, you can hold the door in front of you shut by clicking on it and holding it closed
A good start - https://www.youtube.com/watch?v=IfPsSM0M9p0&list=PLuT_TH2mmEGVAty4ulQOC_kr2pXGyrfjn&index=2
Seems like you've a very big misconception about the indie games industry as a whole.
Unlike the AAA industry, the indie game industry focuses more on replayability, long lasting fun and building a community than optimizing the first 4 hours at the cost of quality for the rest of the game. Sure, other games might be more interesting for first buyers, but that often results in less replayability and thus less avarege playtime. Like scaryness might make you buy the game, but a good gameplay will make you stay interested beyond the first few investigations.
And overall this game lives off of the acceptance of being defeated by the game and learning from it for the next time. Many games these days hold your hands for like the first 2 hours, which is probably the biggest problem for players, who get used to it and then start playing games, which actually expect you to learn stuff all yourself.
And lets be real: How did you feel when surviving your first hunt? And how do you think you would've felt, when the game made sure, that you can't die in the first like 10 hunts?
And btw: Then next big update is about rebuilding the progression system, so maybe some things might already get better (for example it might be easier to buy defensive items) and i wouldn't be surprised, if one of the progression updates might also include a better tutorial.
I was observing Mandarax's game so I know what was going on, and if this is the new player experience, there's going to be problems. He had a crew of entirely new people. They played the first round at Intermediate, got wrecked hard, and dropped it to Amateur - and got wrecked hard, for nine more rounds. I was watching rather bewildered because I wasn't any better when I first started, I had no idea what house layouts were and got lost all the time, I sometimes got myself cornered trying to flee a ghost, I didn't know when to hide or when to run. And often I died, but nothing like what I was seeing.
My 'advice level' that I wanted to give them, for scene-setting, was intended to be how to play the game, not play it for them. "See that white dot on the camera, that's what a spirit orb looks like. Now you can mark it off in your journal" : yes. Tell them exactly where to go, when : no. Very few people want a backseat driver, after all, or to have someone take up "the controller and play for them".
Here was the culprit I nailed down: The ghosts are much faster now, and hunt much more efficiently than they used to, so every hunt resulted in a death. They just could not escape or hide fast enough, and of course they're not going to have figured out looping and such yet. Yes, it was for amateur reasons, not noticing which direction the ghost was coming from, or getting lost in the house, or hung up on a table or corner, or picking a less than great spot to hide. But I remember making those mistakes too when I first started (and I had NO guidance from ANYONE so it was all bumbling around learning-by-trial-and-error) and they only sometimes got me killed - here, they were ALWAYS getting a player killed, per hunt. And hunts were very predictable - they were happening as frequently as the grace periods allowed (especially given the lack of sanity pills at their player levels and funds, but in very few cases was everyone running around sub-20, usually more 50-70 range).
The ghosts have been tuned to be dangerous to much more experienced playstyles; lowering the difficult to Amateur isn't changing these tunings, so the ghosts are still going hard on players who lack both the literal (since they don't have the levels or cash to buy items) and figurative (since they lack the experience) tools to escape death.
This is very unlike the new player experience I had back in the day. Player deaths happened a lot, sure, but a lot of hunts, people also survived. The roster of ghosts was smaller and lacked many of the more aggressive or dangerous ghosts. Mistakes that, when I first started, were recoverable, were no longer recoverable. Now, I don't know why the ghosts were also so much more rarin' to hunt too, but that's also not how I remember it. I DO remember some chain hunts back when I was new (as much as grace periods allowed chains), but they were the exception, and memorable for it. Here? All ten games were hunting on the dot when grace ended, and there was a lot less 'filler material' happening between hunts. Made it come across much less dreadful/suspenseful/creepy and a lot more 'Dead by Daylight' action/escape oriented.
If you've been in this game since early days, then don't forget, you learned the ropes with flat out easier ghosts. I think it's a tremendously good thing that there are more types of ghosts and much smarter ghost AI now - but I am NOT convinced it's a good idea for the whole shebang to be dumped on new players in Amateur difficulty. And no, I don't think Phasmophobia should be trying to be Dark Souls (that style of repeated failure to get to success), especially on lower difficulties. It's just not really set up well for it, especially given how much down time death causes for the first person to go down on a crew. The threat of death and potential for failure DEFINITELY needs to be there, but I don't think a team of newbies should have to roll into Amateur of all places with a video guides demystifying every aspect the game and a sherpa to buy them better gear, to have a good time. I do think dumber, slower ghosts are more appropriate for Amateur, than more grace time honestly (grace time with no threat isn't nearly as useful for improving, as actually being under a lesser threat).
That's a good suggestion, thank you! We'll do so in the future.
You've had a very different experience from us, then. We usually had a player dead within a minute of the "grace period" expiring, and even after we began actively trying to avoid antagonizing the ghost. New people who are experiencing a new map for the first time or few times can easily spend five minutes just exploring the place and looking for clues as to what the "ghost room" might be - a challenge especially before we can afford a thermometer or really know the significance thereof. I have no opinion on how the game should be on Intermediate or higher - but Amateur has been absolutely punishing to this actual amateur.
Of course I'm bad, I'd literally just picked up the game. Are you arguing that every new player should be, if not an expert, at least a knowledgeable amateur before they start their first mission? Are you suggesting that the proper way to play a horror game should be to research all the scares first?
That's great for them, but should every newbie be expected to let experts carry them through a mission, instead of, say, play with other new-to-the-game friends? Or try it on their own?
That's cool, but they're not available to newbies, let alone explained :p
I appreciate the guidance, though I would argue that a game that requires new players to watch youtube videos that explains the mechanics of what should be creepy and mysterious - or what what could reasonably be expected to be intended as creepy and mysterious - kinda defeats the purpose. I've gone and watched a few of these videos since my first sessions, and things make a lot more sense now, but I'm sad that I had to do so and basically spoil the fear of the unknown that this game could be really great for.
I must not have made myself clear; I don't want the game dumbed down or made easier. I'm glad the devs are working to keep it interesting for experienced players. But it should also have an easily-accessible introduction, which the game, in my experience, doesn't have.
And my argument is that that isn't scary. I didn't get this game for a Dark Souls experience, I got this game to have a creepy spooky time looking for ghosts with friends, and in the current build I haven't really been given the chance to do that. Trial-and-error isn't scary. Especially not when you don't know why you're living or dying. Again, I never saw the ghosts the first few times, and wasn't even sure I'd heard them. My flashlight flickered, and then I was dead.
The scariest experience I've had in a game recently was Subnautica - in large part because I managed to avoid dying the whole way through and was, therefore, always taking what felt like a huge risk by exploring new places. Once I'm inured to dying over and over, well, whatever, living is no longer something to be cherished and valued.
How did I feel? Not much, frankly, because it didn't feel like it was any of my doing. The ghost just happened to kill someone else that time instead of me, so we left without enough evidence to figure out what we were hunting, again. I didn't know why I lived that time. I didn't know why I'd died the times previously. Nothing made sense. So even the emotional impact of winning was lost.
I hope so! This game has some really solid bones, but in my case, my First Impression has been had and I'll never have another. And for me, that impression was that this game is too deadly to have time to be scary.
Git Gud is the only thing you gotta know.
There is the custom difficulty to make the game easier, but outside that amateur level is already as easy as possible to make the game, with the core elements of the game still in place(which is no longer true if you put on friendly ghost).
It doesn't make much sense to make amateur any easier, since you will only be that bad for a few games.