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If you're worried about the ghost orb because I wasn't specific, have it tied to the exact location of the dead player, if you know dead players can sometimes be a ghost orb you're going to see it as a player orb because it doesn't drift around like the regular one and is smaller and dimmer.
If you're worried about DOTs a player character model looks and moves differently than a ghost one and I suggested that it look much more faint.
If you're worried about the single UV fingerprint explicitly in places a ghost can't put one we can make it half transparency too why not.
the rest of the suggestions are things that Aren't Evidence.
A whole games design shouldn't cater to the existence of griefers.
Part of the reason I'm willing to argue this is the next most fun Phasmophobia-like game IMO is Forewarned, and I think the core gameplay of it is simply not as fun, but the fact that dead players have Something that they can do makes the game more entertaining to play and to stream. Sure I could see it being annoying for a group that is both Try Harding and in Public Lobbies, which is why you could add it to the difficulty settings like everything else and turn it off, or heck add it to the difficulty settings as a thing to be turned on voluntarily. But ultimately the game isn't only for Try Harding and its often for lobbies of friends.
Additionally, if you made it a benefit... then it would completely destroy the intended way to play the game... which is to gather evidence -AND- survive
Sure, it is caused by the player messing up, or at least it could be avoided in some way. That shouldn't mean that they should be completely relegated to the new optimal thing to do being equivalent to standing in the truck and waiting for someone to say what ghost type it is before they leave.
Also in what way is this a benefit over a punishment, my idea is to make it a punishment that still has some engagement not A Better New Fun Cool Way To Play. You can still do very little, it's just more kinds of very little with an idea of something for you to accomplish other than waiting around. You still lose all your gear, you still have a point/cash penalty, you have no incentive to die on purpose.
God forbid the Devs add something that could hinder the core tenets of the intended way to play the game, like could you imagine if they added a difficulty setting that removed evidence or another that made the ghost never hunt? That would totally destroy the game... wait...
Firelight/flashlight flicker should be fine, but the other affects against smudges/crucifixes just exist to punish dead players even more for no real benefit. If you want to do something with dead players, then it should idealistically be separate from the living players so you don't actively interrupt the gameloop for them. What that would exactly entail though is up for debate, but I could see death being some kind of alternate, separate mini-game to pass the time.
I think a dead player only goal that involves nothing visible or impactful to alive players is probably ideal but would be more work to implement, but at the moment Phas isn't a particularly fast game and the longer a player isn't able to do anything the less engaging the overall game is. I do personally think dead ghost players being able to interact with the alive players, who are professional ghost finders, simply makes sense and gives them a meaningful way to contribute to the game without breaking the game play or vibe of the game. An alive player using a spirit box next to a dead player's corpse to get poorly communicated information from them, or a dead player tapping a wall to indicate that the ghost that killed them has moved into that room just makes sense to me in and out of game.
At the end of the day though I would be pretty content with crumbs for dead players like hearing all chat or even just ghost chat as global.
It would be fun if the players are turned into a lesser version of that type of ghost and have like a 10% chance(compared to the ghost) of accidently leaving behind some evidence and the dead players don't know if they are leaving it behind or not.
That would mean a cursed object will target the closest ghost...including the dead player and that ghost room would be where the player died. Incense will bind players to their place of dead if they get cleansed.
But it would also mean in case that the ghost is hunting players are dead players are in the same way visible and a dead player accidently touching a living player will kill that living player and the hunt would be over unless extended by the gamesettings. And yes during a hunt a dead player will kill live players in the truck. Smudge and salt will affect dead players just like the gost..... inside as outside of a hunt.... but you would step through salt as you would be a lesser form of a wraith and are still heavy enough to disturb it(in case of a wraiht).
The dead player can not use any ghost ability and is restricted to player speed.
In case of a shade interaction with object appear normal to dead players but only happen to live player when they are outside the room and not kinda watching in the direction of the rooms of the interaction if the interaction starts in the same room as a living player.... Which would mean the shade can drop carry something into the room of a player and drop it.
Dead players even potentially leaving evidence that indicates anything about the ghost could really screw up the game play unfortunately, because one player could die and then do everything they can to make evidence in a safer place away from the threat.
I think the way to implement what you're saying would be better set up more like forewarned where you can decide if you are going to be peaceful or violent after death. That unfortunately sets up some serious incentives to grief though and so it would make the game a lot sillier overall.
I'd say somehow have a minigame that forces the ghost activity to help players in the investigation or even protect a bit against hunts for the living would be a nice addition. Usually when half of the team dies i just call it a day and guess the ghost so they dont need to sit and wait for long.
I'd find it far better if the dead players could help more.
make it so that they can gain other kinds of evidence to the living players and force the ghost to show certain evidences or make it appear for 5 seconds for photons or something. Maybe make the ghost sing (or moan or whatever), so that the living players can find the room more easily if not already known.
But giving dead players the ability to basically mess with living ones would be -very unfortunate-.
I think having evidence only dead players can find, or have direct advantages to having a dead player is no good, because in an ideal game everyone manages to stay alive to the end.
Ultimately I think with a couple tweaks ghosts could have the ability to watch the kind of equipment people already like to set up as watchable on cams and then figure out what limited ways they have to communicate that they saw something other than just throwing around insanely visible clipboards.