Phasmophobia

Phasmophobia

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New Player Impression: Too Deadly to Have Time to be Scary
Hey Devs, if you read this,

I'd heard great things about this game when it first became available and friends were playing it. After a long break, a few of them brought me in to experience it together with them. And I can see how this game could be absolutely terrifying, but some design decisions (and changes made since release) have ruined that.

So far I've gone on ten hunts. I survived one of the first eight. I didn't even know what a ghost looked like until I'd been killed three times. I hadn't heard one (or at least known that I had) until three or four (failed) missions. I think my team together managed to guess the right ghost once. We had usually taken casualties before we had more than one piece of evidence.

The point of a horror/suspense game is to build up tension, build up the sense of dread, of threat of danger/death, but that effect is lost once you've got the actuality of said death. Whispering in your ear is scary. Opening and closing doors is creepy. Throwing objects at you is a good jump-scare. A flickering visage in a dark hallway is terrifying.

Dying isn't.

Once you're dead, there's nothing to be scared of.

Obviously we were doing stupid things, saying the ghost's name over and over (at least at first), not understanding how evidence works, rookie-level play. But, the ghosts' aggression level, even on the lowest difficulty, basically demands that players be experienced hunters to have any chance of survival, let alone success. If you're a novice who's still learning the first house and doesn't know how to hide in a closet yet, you're not going to have a good time. You're also not going to have a scary time - because you'll maybe see a little interaction, then the lights will flicker (if you've learned how to turn them on at all) and then you lose. A game like this should take steps to cater to players who come in blind - "no spoilers" is a thing for a reason - to some extent as well as keeping it challenging for the pros.

I definitely appreciate the desire to keep things interesting and challenging for experienced players, but just as a reminder, they're not the ones you need to convince to buy the game - they've already bought it. Please make the easier difficulties less dangerous and give newbies a chance to be scared before just murdering us all!
Последно редактиран от 'Rax; 13 апр. 2023 в 18:23
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Показване на 1-15 от 29 коментара
Try playing on custom difficulty. You can learn the game safely while also tuning game settings to your favor and even outright disable losing equipment on death if you wish. This is why it was added to the game.
I get your perspective. But, Your personal feelings are NOT the personal feelings of everyone.

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.
As DeadlyCreature suggested use custom difficulty. In there you can turn off the ghosts ability to hunt the player.
I like the game and I don't try to undermine it. It is normal that it runs out of new stuff, there is nothing wrong with it etc.

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
Последно редактиран от Rinky; 13 апр. 2023 в 6:14
Първоначално публикувано от DeadlyCreature:
Try playing on custom difficulty. You can learn the game safely while also tuning game settings to your favor and even outright disable losing equipment on death if you wish. This is why it was added to the game.
Good advice. Starting with friendly ghost helps a lot to get familiar with the equipment and enjoy the ghost events/jump scares. Hunting is a different kind of tension, and requires a totally different practice. I watched a lot of tutorials before trying out higher difficulty levels.
it would be nice if we could at least defend ourself just a little bit
Първоначално публикувано от Léon Scarlet:
it would be nice if we could at least defend ourself just a little bit
There are two defensive items in phasmophobia currently

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
Последно редактиран от BellTower; 13 апр. 2023 в 9:11
Also check out big Phas youtuber: Insym and also Maggstor . Maggstor especially has done some very good, easy to understand guides.

A good start - https://www.youtube.com/watch?v=IfPsSM0M9p0&list=PLuT_TH2mmEGVAty4ulQOC_kr2pXGyrfjn&index=2
Първоначално публикувано от Mandarax:
I definitely appreciate the desire to keep things interesting and challenging for experienced players, but just as a reminder, they're not the ones you need to convince to buy the game - they've already bought it. Please make the easier difficulties less dangerous and give newbies a chance to be scared before just murdering us all!

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've been a long time player, and I think there are a lot of things commentators are not considering. I think a lot of you are looking at things with the light of all the experience you've accumulated, and growing up with the game through its changes rather than having the current version be your first experience.

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).
Последно редактиран от Corseth; 13 апр. 2023 в 12:48
Първоначално публикувано от DeadlyCreature:
Try playing on custom difficulty. You can learn the game safely while also tuning game settings to your favor and even outright disable losing equipment on death if you wish. This is why it was added to the game.

That's a good suggestion, thank you! We'll do so in the future.


Първоначално публикувано от Shurenai:
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.

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.


Първоначално публикувано от Rinkashikachi:
Dude, you are just bad ... 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.

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?

Първоначално публикувано от Rinkashikachi:
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

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?


Първоначално публикувано от BellTower:
Първоначално публикувано от Léon Scarlet:
it would be nice if we could at least defend ourself just a little bit
There are two defensive items in phasmophobia currently...

That's cool, but they're not available to newbies, let alone explained :p


Първоначално публикувано от JammyGuns:
Also check out big Phas youtuber: Insym and also Maggstor . Maggstor especially has done some very good, easy to understand guides.

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.


Първоначално публикувано от Maya-Neko:
...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.

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.

Първоначално публикувано от Maya-Neko:
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 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.

Първоначално публикувано от Maya-Neko:
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?

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.


Първоначално публикувано от Maya-Neko:
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 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.
so many long texts...
Git Gud is the only thing you gotta know.
It helps to go in with someone who knows a bit more. If you are so new you don't know how to hide in a closet, then yeah you are probably going to die if everyone in the game is that level. The best thing is to probably put on friendly ghost until you learn a bit more.

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.
The only scary thing is losing your items.
Update - friends and I were wondering why everything was so bright and clear in the videos we watched compared to what we were (and mostly weren't) seeing. Then we discovered that the game had defaulted to a brightness setting of 0.0 on installation. That was a big part of our problem lol.
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Дата на публикуване: 12 апр. 2023 в 18:20
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