Phantom Abyss

Phantom Abyss

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Elkondo Jul 4, 2021 @ 1:08pm
Phantoms are useless and only hinder your progress
I'm sure I'm not the only one noticing that, seeing how people asked for an option to turn them off. Not only do the phantoms not help you in any way (unless you use that phantom healing whip) but they actively hinder your progress. I know they're the main gimmick of this game, but I'd really appreciate if they were redesigned in some way.

The game markets itself as if the phantoms should serve as a warning, showing you what to look out for, kinda like Dark Souls, and in theory that's an amazing idea. In practice however, there really aren't any traps the phantoms can warn you about. Everything that can hurt you is clearly marked and it only takes a few runs to learn how to spot them and react to them. Not only that, but they can trigger traps, which most often, instead of helping you by giving you a warning and a window to get past them, it just throws you off by distrupting the usual timing/trigger you're used to. This is of course especially aggregious when they trigger the falling platforms, making it actually more dangerous to traverse them.

And then there's of course the fact that they trigger the chests. The only possible good thing that can come from the phantoms is they can help you notice hidden passages. However similar to triggering traps, for some reason the phantoms can also open the chests, forcing you to have to stand there and grab the coins yourself as opposed to being able to whip them and move on.

I'm far from a game designer, but here's what I would change:
- stop them from triggering chests and traps
- have them turn green when they would collect coins, and red when they would trigger a trap.
I know it's basic and gamey, but this would actually make them serve their purpose and be helpful to the player.
Last edited by Elkondo; Jul 4, 2021 @ 1:10pm
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Showing 1-8 of 8 comments
Ten Ton KC-Tron Jul 4, 2021 @ 1:25pm 
I think it's more fun when they trigger things.:trolol:
Elkondo Jul 4, 2021 @ 1:30pm 
Originally posted by Ten Ton KC-Tron:
I think it's more fun when they trigger things.:trolol:
I mean, I see the appeal, they feel more interactive, more real this way. But at the same time, they're still kinda useless as far as what they're advertised to do.
Last edited by Elkondo; Jul 4, 2021 @ 1:32pm
-VG- Napster Jul 4, 2021 @ 2:39pm 
Originally posted by Elkondo:
Originally posted by Ten Ton KC-Tron:
I think it's more fun when they trigger things.:trolol:
I mean, I see the appeal, they feel more interactive, more real this way. But at the same time, they're still kinda useless as far as what they're advertised to do.

phantoms even distract guardians
JHarlequin Jul 4, 2021 @ 3:39pm 
Originally posted by Elkondo:
Originally posted by Ten Ton KC-Tron:
I think it's more fun when they trigger things.:trolol:
I mean, I see the appeal, they feel more interactive, more real this way. But at the same time, they're still kinda useless as far as what they're advertised to do.

Phantoms are advertised to be in the game. They are not advertised to be useful or always an aid. Considering that phantoms are players that did not get out of the temple, the real advertisement is that you ultimately don't want to do what that phantom did because they didn't make it.

You can learn from phantoms, but you don't really want to do what they did.
kshirka Jul 4, 2021 @ 11:40pm 
often times I find myself waiting a moment at the beginning of a level, especially when there are a lot of them. This way I don't have to worry about them interfering with traps or feel I have to race them for chests (or get frustrated when I have to wait for the coins to pop out of the chests). And it's fun and more authentic to Indiana jones type adventures where you wander into a tomb and see dead bodies where they died.

but it is sometimes nice in inferno when there is just one person left and you follow just behind them, especially if you have guardians banished
Akameka Jul 5, 2021 @ 3:11am 
Ghosts are very usefull for new players. They'll show you the ropes. Even if someone died, it does not mean he played bad. He could have been unlucky. Or too reckless. Or using a cursed whip with insta-kill damage.

A ghost could show you an hidden room you did not see, helping you to remember this room pattern to check if there are secret rooms in this place later on. He could also die on a well placed trap (thoses nasty traps hidden from sight just after upper stairs for exemple.) warning you from the danger ( you see the name above the body when you get close ). Also, more importantly, he could show you how to get past some traps without taking any risks. I learned I could climb on a rottating blade pole like that, and now I only avoid thoses like this.

The fact he died at some point does not mean you should not follow in his trail. Just don't die at the same place.
But it is true that for a more experienced player, they are only an hindrance.
Last edited by Akameka; Jul 5, 2021 @ 3:14am
Mathroy Jul 5, 2021 @ 11:23am 
I understand your point, and the phantom opening chests a second before myself and then having to wait for the coins while the devourer is catching up to me is very annoying. BUT, I also understand it's part of the game and I have to deal with it somehow, be faster than the phantoms.

I really like the "turn red for danger/turn green for chests" mechanic you suggested and would really make the phantoms serve their purpose better like you mentioned. I think the balance would be great:
It would either be a race between yourself and the phantom for who opens the chests first OR stay behind the phantoms to be more knowledgeable about upcoming traps and secrets.
KERBEROS777 Jul 5, 2021 @ 11:28am 
Originally posted by Elkondo:
I'm sure I'm not the only one noticing that, seeing how people asked for an option to turn them off. Not only do the phantoms not help you in any way (unless you use that phantom healing whip) but they actively hinder your progress. I know they're the main gimmick of this game, but I'd really appreciate if they were redesigned in some way.

The game markets itself as if the phantoms should serve as a warning, showing you what to look out for, kinda like Dark Souls, and in theory that's an amazing idea. In practice however, there really aren't any traps the phantoms can warn you about. Everything that can hurt you is clearly marked and it only takes a few runs to learn how to spot them and react to them. Not only that, but they can trigger traps, which most often, instead of helping you by giving you a warning and a window to get past them, it just throws you off by distrupting the usual timing/trigger you're used to. This is of course especially aggregious when they trigger the falling platforms, making it actually more dangerous to traverse them.

And then there's of course the fact that they trigger the chests. The only possible good thing that can come from the phantoms is they can help you notice hidden passages. However similar to triggering traps, for some reason the phantoms can also open the chests, forcing you to have to stand there and grab the coins yourself as opposed to being able to whip them and move on.

I'm far from a game designer, but here's what I would change:
- stop them from triggering chests and traps
- have them turn green when they would collect coins, and red when they would trigger a trap.
I know it's basic and gamey, but this would actually make them serve their purpose and be helpful to the player.


The game isnt for you , let peoples who love the game like that enjoy , courage you will find the game you love too , thanks
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Date Posted: Jul 4, 2021 @ 1:08pm
Posts: 8