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Revitalized
Sep 13, 2007

A free custom title is a free custom title

Lipstick Apathy
Imagine if they added a new option in the ghost journal: "No Ghost- Not haunted"

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Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.

Revitalized posted:

Imagine if they added a new option in the ghost journal: "No Ghost- Not haunted"

This would be hilarious. Or if instead of leaving a room the ghost could move to the van.

Professor Wayne
Aug 27, 2008

So, Harvey, what became of the giant penny?

They actually let him keep it.
There's a glitch on Ridgeview where you can walk through the kitchen glass door in VR. In an older version of the game, if you walked too far into the backyard, it would teleport you to the van. I used to play public lobbies with a friend, let the ghost grab me, then spend the last second or so before I died teleporting into the van. The randoms would find my dead body in the van, and my friend would try to convince them the ghost moved in there.

Now it teleports you to the basement, which is less fun.

Professor Wayne
Aug 27, 2008

So, Harvey, what became of the giant penny?

They actually let him keep it.
I finally got around to doing the apocalypse challenge. I never thought I would, because it seemed really boring. But I played a lot of games with some people in the current challenge mode that's kind of like apocalypse junior, and it was really fun. It took me a handful of tries. I almost had it yesterday with an obake, but I filled up the book before I could get a picture of the ghost. The ghost I completed the challenge with was a phantom, so go figure. My game bugged somehow, and I don't have a silver skull. But I think that makes it neat?

mercenarynuker
Sep 10, 2008

There's achievements now! And in the very first map I booted up on Professional with my buddy this afternoon, I managed to unlock "Doom Slayed"

:skeltal:

ZogrimAteMyHamster
Dec 8, 2015

Been having some comically awful moments lately. My group usually attempts a perfect investigation every time, and seemingly out of spite the recent secondary objectives have always consisted of at least one hunt-related task, usually in tandem with "witness a ghost event".

We spent thirty loving minutes waiting for a Thaye to do something the other night, and the one time we got back-to-back Deogens they each loving manifested right on top of our spot outside the ghost room. Twice! This was then followed by a Hantu which decided to go roaming and turn off the breaker mere seconds before a hunt, catching us all off-guard and making us look like total loving clowns.

I love this game :allears:

Professor Wayne
Aug 27, 2008

So, Harvey, what became of the giant penny?

They actually let him keep it.
I keep dying because of a VR glitch (or feature?) where I drop something and try to grab anything else within a few seconds, whatever I dropped teleports back to my hand. Last night I tried to smudge a ghost with a parabolic mic

Mylan
Jun 19, 2002



Revitalized posted:

Imagine if they added a new option in the ghost journal: "No Ghost- Not haunted"

Yeah, "non supernatural" options would be pretty funny. Like a dishonest tv producer running around throwing rocks and playing with lights.

Son of Thunderbeast
Sep 21, 2002
I've been saying ever since i started playing that there should be a not haunted option, and a small % of jobs turn out to have mundane causes--power flickers, bad wiring, drafty hallways, things like that. You'd get occasional false positives but nothing definitive, and nothing positively proving a ghost.

Honestly it would go a long way to injecting some of the spookiness back into the game. If you know 100% for sure there's a ghost every time, then it eventually becomes a solvable problem and a good team will get to the point of pitcrew-like efficiency. But if there's a chance of no haunting, you start messing with people's heads and can start catching people with their guard down

ChickenHeart
Nov 28, 2007

Take me at your own risk.

Kiss From a Hog
Old Man Mccurty using sophisticated animatronics and special effects equipment to scare off speculators so he can buy the oil-rich land the Brownstone School sits on for pennies on the dollar

(he still strangles you when caught during a haunting)

mercenarynuker
Sep 10, 2008

We nearly had a "no ghost, not haunted" run for my crew. It was Maple, ghost was in the storage area off to the right. We put salt down all over the place, motion detectors, books, crucifixes, DOTS. It was snowing, so we couldn't tell if there were any ghost orbs between snow, flies, and DOTS. On top of it, the ghost was not moving around, it took until we were ready to call it for the stupid motion sensor to go off. With the exception of an early initial manifestation, we never saw that fucker. Nowhere else nearby had breath+consistent 3° temps, so we were pretty certain it was in that area. Oh, and the motion sensor it triggered made no sense in how none of the rest got triggered. Turned out to be a Goryo, too, so wtf game

Professor Wayne
Aug 27, 2008

So, Harvey, what became of the giant penny?

They actually let him keep it.
Classic maple, classic goryo. If the game considers that entire storage area one room, that's a decent amount of area to cover. Hopefully still an improvement from the main hallway in old Maple.

Professor Wayne
Aug 27, 2008

So, Harvey, what became of the giant penny?

They actually let him keep it.
They finally added guns to Phasmo

mercenarynuker
Sep 10, 2008

First Person Spooker gameplay

Cucumbers
Apr 9, 2006
<img alt="" border="0" src="https://fi.somethingawful.com/customtitles/title-cucumbers.jpg" /><br />Happy Train Speedmobile! (<b><i>Stallman Approved</i></b>)

Professor Wayne posted:

Classic maple, classic goryo. If the game considers that entire storage area one room, that's a decent amount of area to cover. Hopefully still an improvement from the main hallway in old Maple.

Yeah, as Maggstor says: "Goryo and go home."

Revitalized
Sep 13, 2007

A free custom title is a free custom title

Lipstick Apathy
New Year, New Roadmap:
https://store.steampowered.com/news/app/739630/view/3883856311504002774

Preview screenshots of the upcoming Point Hope, as well as concept art of the new Farmhouse reworks (to separate them more distinctly)

Sounds like 0.9 arriving next week when the holiday event ends.

Professor Wayne
Aug 27, 2008

So, Harvey, what became of the giant penny?

They actually let him keep it.
It's pretty funny that they have given up on a console release date. And I'm no software developer, but is it normal to go from V0.9 to 0.10 instead of something like 0.91?

The new map looks cool. I really like the idea of a vertical map. I also dig sprucing up the farmhouses. I like those maps a lot, and I feel like they're underappreciated. I just hope they don't go overboard with the horror movie trappings like they did with new asylum

ZogrimAteMyHamster
Dec 8, 2015

Professor Wayne posted:

I'm no software developer, but is it normal to go from V0.9 to 0.10 instead of something like 0.91?
Yes, and no -- it's down to the developers. There's no single "correct" method of version numbering, and revision numbers don't necessarily increase like regular decimals. The 0.9 -> 0.10 format appears horribly unintuitive at first but all it really means is "this is how many revisions of the current major version we're up to".

Professor Wayne posted:

The new map looks cool. I really like the idea of a vertical map. I also dig sprucing up the farmhouses. I like those maps a lot, and I feel like they're underappreciated. I just hope they don't go overboard with the horror movie trappings like they did with new asylum
It's definitely an interesting idea, curious to see how it plays out. Hopefully not with everyone tripping over eachother on the stairs in the middle of a hunt :v: Really looking forward to the two farmhouses being updated to look and feel different to one another too -- they're by far my favourite maps and feel perfectly-sized regardless of difficulty or objectives.

As an aside, this game has absolutely rocketed up my most-played list on Steam after almost 230 hours in the last six months :wtc:

great username
Dec 28, 2023

So, started this up with the kiddo and a group of friends and we're having some fun, but my gamer brain is triggering a lot and I have weird questions that seems impossible to find the answer to in the AI algo slop and suppositional fandom wikis, so I thought I'd ask here and get some ideas, because while the experience factor is REALLY fun, I still want to "game" the game a bit.

1. Is the "ghost" always "loaded" in the house and wandering around/doing things? I know 99% of the time they're invisible unless they manifest/hunt, but aside from that, are they always motoring around potentially interacting with objects or creating cold spots or whatever else? Or does the ghost itself only prowl around when it's doing an event? While dead, I've seen it hunting others, it just would kill someone, vanish, pop out of its favorite room again, kill someone, vanish, etc. Is this cycle similar for events/manifestations as well?

2. Are events that can give "evidence" different from general events and interactions? It often feels like we'll catch something spooky, like something moving or being manipulated or whatever, and try to jump onto that area with evidence detectors and often get nothing, getting evidence often feels random/arbitrary.

3. Are objects being tossed/manipulated/turned on a different type of "event" or something very low impact? Aside from snapping photos, or maybe helping to confirm if you're in the favorite room, they don't seem very useful for anything.

I've got about 5-6 hours in the game, maybe all this comes with more experience, but I'm hoping to just get a handle on the gameplay flow better so that there's less wandering around feeling sorta spooked until you get a bit bored.

QuietLion
Aug 16, 2011

Da realest Kirby

great username posted:

So, started this up with the kiddo and a group of friends and we're having some fun, but my gamer brain is triggering a lot and I have weird questions that seems impossible to find the answer to in the AI algo slop and suppositional fandom wikis, so I thought I'd ask here and get some ideas, because while the experience factor is REALLY fun, I still want to "game" the game a bit.

1. Is the "ghost" always "loaded" in the house and wandering around/doing things? I know 99% of the time they're invisible unless they manifest/hunt, but aside from that, are they always motoring around potentially interacting with objects or creating cold spots or whatever else? Or does the ghost itself only prowl around when it's doing an event? While dead, I've seen it hunting others, it just would kill someone, vanish, pop out of its favorite room again, kill someone, vanish, etc. Is this cycle similar for events/manifestations as well?

2. Are events that can give "evidence" different from general events and interactions? It often feels like we'll catch something spooky, like something moving or being manipulated or whatever, and try to jump onto that area with evidence detectors and often get nothing, getting evidence often feels random/arbitrary.

3. Are objects being tossed/manipulated/turned on a different type of "event" or something very low impact? Aside from snapping photos, or maybe helping to confirm if you're in the favorite room, they don't seem very useful for anything.

I've got about 5-6 hours in the game, maybe all this comes with more experience, but I'm hoping to just get a handle on the gameplay flow better so that there's less wandering around feeling sorta spooked until you get a bit bored.
1. Ghosts are indeed loaded and lurking the moment you open the front door of the building it’s in - the ghost will remain still, invisible, and won’t interact with objects until you touch the front door. Events can cause it to “teleport” a short distance in order for the event to happen, I.e. if the event is anything but an “airball” (aka whenever the ghost manifests but does not hunt) then the ghost can simply teleport through walls to near a player. If the ghost is not hunting, it can also invisibly roam to nearby rooms or elect to stay in its room (this is affected by Settings for each difficulty, higher difficulty = ghost roams or even changes favorite room more often) while also occasionally interacting with objects in range of it. Motion sensors and salt are handy for tracking the ghost!

2. Events are restricted to the ghost manifesting outside of a hunt (so when it appears and stands still/sings/begins walking towards the player without a soundbite first to indicate a hunt then disappearing as they touch a player) or an “airball” (ball of fog the ghost launches remotely towards a player, note that Oni cannot do this event). Anything such as window taps, throwing an item, or opening a door is NOT Evidence but can yield an Evidence such as Ultraviolet (fingerprints) or EMF5 (~20% chance to occur on each action the ghost takes) if that particular ghost type has that Evidence. Note that some higher difficulties such as Professional allows a ghost to “hide” one of its Evidences.

Edit: Events can yield an Evidence if you’re wily - have an active EMF to test for EMF5 when it events and place Salt under the path of a ghost/under the ghost directly when it Events to test for Ultraviolet!

3. Items being thrown are handy in a few ways - EMF them to test for EMF5 evidence, it can indicate what kind of ghost it may be (Poltergeists rapidly toss multiple objects as its Ability, Twins throw one item then another close object in quick succession, etc) and are just useful for identifying what room the ghost is in at the start of a contract. Other than these, thrown items are indeed basically photo fodder for the book.

Professor Wayne
Aug 27, 2008

So, Harvey, what became of the giant penny?

They actually let him keep it.
Aside from testing for EMF 5 and UV, events and throws won't generate evidence. However, the ghost is likely to remain near to wherever it just manifested or threw a cup or whatever, so you usually want to set up your equipment (book, DOTS, spirit box, etc.) near where the event happened. As long as the ghost is in your equipment's active radius, it has a chance to give evidence. So it's helpful to know where the ghost is mostly hanging out. Just be aware that the ghost may have wandered or teleported outside its favorite room to do an event or interaction, so you still want to keep your ears open for activity in nearby rooms.

And once you get to the boring point in a match where the ghost refuses to generate evidence and you're just standing around, that's the time to play with the cursed item and see if you can pin down the ghost type by its hunting behavior.

ZogrimAteMyHamster
Dec 8, 2015

great username posted:

So, started this up with the kiddo and a group of friends and we're having some fun, but my gamer brain is triggering a lot and I have weird questions that seems impossible to find the answer to in the AI algo slop and suppositional fandom wikis, so I thought I'd ask here and get some ideas, because while the experience factor is REALLY fun, I still want to "game" the game a bit.

1. Is the "ghost" always "loaded" in the house and wandering around/doing things? I know 99% of the time they're invisible unless they manifest/hunt, but aside from that, are they always motoring around potentially interacting with objects or creating cold spots or whatever else? Or does the ghost itself only prowl around when it's doing an event? While dead, I've seen it hunting others, it just would kill someone, vanish, pop out of its favorite room again, kill someone, vanish, etc. Is this cycle similar for events/manifestations as well?

2. Are events that can give "evidence" different from general events and interactions? It often feels like we'll catch something spooky, like something moving or being manipulated or whatever, and try to jump onto that area with evidence detectors and often get nothing, getting evidence often feels random/arbitrary.

3. Are objects being tossed/manipulated/turned on a different type of "event" or something very low impact? Aside from snapping photos, or maybe helping to confirm if you're in the favorite room, they don't seem very useful for anything.

I've got about 5-6 hours in the game, maybe all this comes with more experience, but I'm hoping to just get a handle on the gameplay flow better so that there's less wandering around feeling sorta spooked until you get a bit bored.

1) The ghost is always present in one form or another, even before you enter the house, though it will only become active once the front door is unlocked. How much ghost activity you experience depends on the difficulty, but it's always doing something. On harder difficulties it can/will roam around and change its favourite room much more frequently, which can make things significantly trickier. There will be those moments when you think you're perfectly safe from a potential hunt, only to realise too late that the ghost had decided to first wander off for a few seconds and then manifest two rooms down the hall before it breaks your neck.

2) Having the ghost play around with objects and light switches etc. is practically essential for EMF and UV evidence. Even without these, ghosts pissing about with things is a surefire way to say "ghost has been/is still in this room" along with giving some photo opportunities, so you can just pile up all your equipment and take it from there. Hide in the van to check the monitors and talk bollocks if need be! Ghost Events are good for getting a photo but not much else through the duration, because all your electronic readings just go haywire. NOTE: Some ghosts exhibit specific behaviours during their manifestations, be it an event and/or a hunt. I won't spoil any of that here though :buddy:

Unfortunately most of the beginning items are objectively (and understandably) poo poo-tier, and with other items still locked behind levelling up this can make early-game evidence gathering a bit of a bastard. A few dozen more hours into the game and you can start making educated guesses if the ghost is being a stubborn git, but levelling up and upgrading your equipment ultimately makes investigations easier in ways I can't even begin to describe.

3) Objects being lobbed/lights being switched are classed as interactions. 'True' Ghost Events are moments when the ghost visibly manifests in some way to toy with you and ruin your sanity on contact. These range from easy to miss things like "airballs" or just standing in a corner to be spooky, all the way up to moving around and tricking you into thinking its actually hunting just to make you poo poo your pants and waste items. Events themselves can't kill you, but they can indirectly make the next hunt harder to survive.

great username
Dec 28, 2023

Awesome info, thank you all so much!

Sounds like we need to get some more of the tools and gadgets unlocked. The progression gating seems a bit severe, but no matter, everyone is having a blast. Great game concept for real.

I'm surprised they haven't realized how easy it would be to tack on a ghost hunting/capturing addon or mode. New tools/challenges that don't revolve around identification but instead corralling and containment perhaps, not sure.

Mason Dixon
Jul 28, 2001

Crimson Butterfly

great username posted:

Awesome info, thank you all so much!

Sounds like we need to get some more of the tools and gadgets unlocked. The progression gating seems a bit severe, but no matter, everyone is having a blast. Great game concept for real.

I'm surprised they haven't realized how easy it would be to tack on a ghost hunting/capturing addon or mode. New tools/challenges that don't revolve around identification but instead corralling and containment perhaps, not sure.

The equipment progression is pretty slow right now, but fortunately one of the things the devs mentioned in their upcoming roadmap notes is lowering the experience requirements for levelling and adjusting when equipment unlocks happen, so that should help once it hits. No date given for when that update will happen, just sometime soon this year.

Regarding adding ghost hunting to the game, it's not that the devs haven't thought about it, quite the opposite in fact. The devs have said many times (on the official discord, content creator vids, etc...) that they feel giving players the ability to fight back takes away from the spooky/scary atmosphere they want for their game, and they're perfectly happy to let other games handle the ghost hunting market while they focus on the investigation.

AzureSkys
Apr 27, 2003

Though staying alive and guessing the right ghost helps most with earning XP/money, you can tweak some custom difficulty settings to make it not too much more difficult but give better rewards (some settings mainly remove some convenience more than change difficulty). It helps ease the gear unlock pains a little bit.
Go to Tanglewood or Camp Woodwind and once you get an OK handle on finding the right room and setting up equipment you can get through a round pretty quickly.

For example, I use this custom mode a lot. This setup makes being hunted quite challenging, though, so I avoid that and miss out on any objectives related to it. You can tweak it depending on comfort level to get more than what other modes might pay without increasing the difficulty .




Also, if you hadn't seen this site yet, it helps a lot with learning ghost behaviors:
https://tybayn.github.io/phasmo-cheat-sheet/

mercenarynuker
Sep 10, 2008

Looking at your custom I see Flashlights off, which when I've ran that also affects UV flashlights. How do you handle UV evidence? Do you have to bring a glowstick?

ZogrimAteMyHamster
Dec 8, 2015

Yep.

AzureSkys
Apr 27, 2003

I prefer glow sticks to the tier 2 and 3 lights anyways. I think it affects the tier 1 dots light as well, but don't exactly remember.

Revitalized
Sep 13, 2007

A free custom title is a free custom title

Lipstick Apathy
iirc the latest update post said they're planning to make glowsticks tier 2 lol

and the thermo is getting nerfed (which honestly kinda makes sense)

Professor Wayne
Aug 27, 2008

So, Harvey, what became of the giant penny?

They actually let him keep it.
I've always preferred using glowsticks, so it's cool they're getting a buff. I never felt like they were straight up bad like some T1 items. And they work great marking safe spots for new players and waving them around in VR like you're directing airport traffic.

Even with the nerf, it seems like T1 thermo is still going to be the least annoying way to check for freezing. It will just be slightly less useful in ID'ing the ghost room.

Revitalized
Sep 13, 2007

A free custom title is a free custom title

Lipstick Apathy
I've always said since the game released that they should allow you to bring more than 2 glowsticks.

Although back in the day, the old Asylum was a boring looking maze and my intent was more for marking a path instead of finding evidence.

Revitalized
Sep 13, 2007

A free custom title is a free custom title

Lipstick Apathy
https://store.steampowered.com/news/app/739630/view/7664633371957983957

Check it out! New shop overhaul and previews of the the Farm re-design!

At a brief glance, the shop looks incredibly more intuitive/user-friendly, but time will tell.

Mason Dixon
Jul 28, 2001

Crimson Butterfly

The farmhouse overhaul looks really great, Point Hope progress continues, and the long-needed shop overhaul might actually make it usable... but the actual best part of that preview is going to be the customizable cursor!

VERY COOL MAN
Jun 24, 2011

THESE PACKETS ARE... SUMMARILY DEALT WITH
i put like 150 hrs into phasmo the last 4 years; between the progression reset, bad shop & dreadful lighting engine rewrite, in 2023 that playtime gradually dropped to 0hrs/wk on average. i know some of those problems have been fixed & this update looks real solid. heres hoping the game can recapture my interest

mercenarynuker
Sep 10, 2008

FINALLY I CAN KEEP TRACK OF MY CURSOR

200% SIZE

BRIGHT FUCKIN RED

ZogrimAteMyHamster
Dec 8, 2015

I can't recall how many months it has been since the achievements went live, but last night saw the first post-achievement Revenant for my group. It was immediately followed by another Revenant, because of course it loving was.

In other news, is it just me or does Sunny Meadows have some sort of weird infrasound bullshit going on? Can run around Brownstone High without problems, and Prison might as well have Johnny Cash playing a surprise gig -- the map size isn't really an issue (outside of making it borderline loving impossible to find the ghost before the group's sanity is tanked beyond saving), but for some loving reason Sunny Meadows always gets me on edge.

Maybe I just hate the tedium of finding the ghost room, followed by the inevitable long trudge from there to the van and back every time this loving map turns up.

:shrug:

mercenarynuker posted:

FINALLY I CAN KEEP TRACK OF MY CURSOR

200% SIZE

BRIGHT FUCKIN RED

:haibrow:

I just wish that you could change your own player colour and that it'd stick, regardless of host; the current system is pretty useless if you're not P1, because even with a consistent group, players don't always join in the same order.

ZogrimAteMyHamster fucked around with this message at 03:00 on Feb 26, 2024

Professor Wayne
Aug 27, 2008

So, Harvey, what became of the giant penny?

They actually let him keep it.
It helps that the colors are also on players' names on the board. I'm slowly getting used to it

ZogrimAteMyHamster
Dec 8, 2015



lmao

Son of Thunderbeast
Sep 21, 2002

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Professor Wayne
Aug 27, 2008

So, Harvey, what became of the giant penny?

They actually let him keep it.
I hopped on last night for the first time in a while to do the Easter event. The new ID cards are over-designed and ugly. I wish you could toggle to the old versions. But the actual Easter event was pretty fun. I couldn't figure out what I was doing wrong while playing single player, so I jumped into a public lobby and knocked out the whole event with some randos. Apparently you need to highlight the rabbit's trail from beginning to end with UV to get it to appear in its nest.

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