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First!!!! Woohoo!
Yeah Phasmo is getting boring to me.
Hi Venttex! <3
Haha watching an horro movie more than 200 times would be more a pain than anything else … Except maybe the first Alien movie 😛
I pretty much play for a few days on a patch then take a break.
Ghost event : The ghost make you do a 180 degree turn and appear in your face for 1-2 seconds.
Ghost interactions, harder maps and more clue to find.
i hope they do at lease some bug fixes soon, im having this awful buzzing in my mic thats constant in lobby and in game but i dont have that buzzing in any other game
well, you should remember that there was the difficulty updates between the prison and willow which provided a bit of content for a short term. This is probably what is going to happen between the time of willow and the entire game getting revamped.
Edit: now that i've fully seen the video, I want to share my thoughts on this stuff.
Objectives Rework: This is definitely one of the better system reworks in my opinion, like seriously I can get more money off of just leaving with one object left and starting a new match.
Equipment Rework: For the upgrades, it should be based on a system where your equipment can malfunction and you need to figure out which one of your evidences is wrong (for example, the emf reader fails and gives a 5. You would have 4 pieces of evidence and you need to figure out which one it is to not get the ghost wrong.) Consumables are really interesting concepts and I would like to see how these play out (film for photo cameras, more stock of sanity pills, lighters/matches and crucifixes etc.) I think a thing that should be really pointed out in this change is that it's bringing a new evidence type, which is good and bad for us (obvious reasons).
Leveling Rework: I do not like this one. As said in the video, prestiges are likely going to be a skipping system for when it is first released. This is good idea for those in the 1k – 2k range (10 – 20 prestiges if "skipping" isn't scaled) however this is a huge problem for players like me, Altruistic (I don't think I spelled that right but ok), Cyclone and Shuee which would have around 70 – 90 prestiges when the update drops. It's literally the exact same thing with levels as of now. Now for the money, if this system is kept this will also be a very large problem. Once again, players at my level range have an absolutely insane amount of money (Shuee is nearly at 1 million) so if we do keep our money, we will literally cheese through the game. The leveling changes will not make the game more unique and it will feel the exact same, it's just visuals really)
Money / Rewards: I like the concept of making harder tasks give us more money, but we need to relook at the previously mentioned problem. I have around 600k dollars (at the time of writing this) and all this rework is going to do is make it easier to become a millionaire.
Difficulty: This is definitely a good thing for me and literally every single player above level 50. Professional and Amateur literally feel the exact same, they aren't hard, and I don't think reworking the difficulties themselves is going to leave good results. We need to get a new difficulty for levels at ~50 or ~100 that are literally like jumping from Nine Circles (Professional) to Cataclysm (Harder Difficulty) (Also that's a Geometry Dash reference fyi). The additional modifiers aren't really going to change things either, it's just going to make it easier to grind prestiges and money. However, modifiers are a pretty good idea.
Horror 2.0: This should be the first of all of the game reworks. Phasmophobia is a Horror game however as stated in the video, it's not scary for people with 200+ hours. New Ghost Events not only will make Insym make 20 videos on them, but they will change the difficulty a lot. Hallucinations would be pretty interesting to see in the game, as there is none currently and has never been (the shadow in the video was a *bug*). New Death Rooms would be nice because I'm quite tired of being in the inside of a massive brain every time I die. New death animations would be really cool because you wouldn't know which one your going to get (if randomized) which will scare you no matter how long you played this game (or maybe not). Sound Overhaul doesn't really seem that needed however additions are definitely going to be cool to see.
Content Drops: Ghost types are bland so that's not really that good of an idea but ok. Evidence types are interesting as in total there has been 11 total types of evidence throughout Phasmophobia (or in the age of some of those evidences, Spectrophobia) and I would like to see if anything different from what has been in the game so far gets added. New Equipment would be nice but not really needed. As previous rumors have stated, there was a planned SLS Camera and a planned Night Vision Goggles items were supposively get added into the game, and I'm assuming those are what we are getting with this change. New Maps are alright, as long as we get that one damn Hospital map that was supposed to be added with Asylum.
Core Systems: The main menu room should be optional (different from lobby room) between the new one and the current one (at that type the legacy one). New Equipment layout is a needed change if we are going to have new items, we don't really have that much space (from what I recall right now, I have GD open, 1 item potential). New Journal design isn't really needed or ever wanted but ok. UI Overhaul is ok I guess, not needed but I am quite tired of seeing those asymmetrical boxes around everything.
Overall, I think the reworks are good ideas and likely needed for the success of the game. However they likely need to be ajusted here and there to not completely kill the vibe.
But what about….multiple ghosts in a home? Or outdoor hunts? I can just imagine sneaking through a cemetary or recreations of "real-life" haunts in the world. Or even a story mode that follows the lives of a family similar to What Remains of Edith Finch!
It deffo needs some "Ghostly interactions" with the player, but I think it also needs environmental effects that reflect both the nature of the Ghost, and it's changing temperament and intentions, as they are affected by player actions. Apart from that, Venttex, I'm more than content to be guided by your choices in content
Add to that a procedurally generated generated scar factor that is unpredictable by the player
that's scare, not scar, (but if it scars the player silly with fear…..?)
While Im very excited for upcoming content I dont play enough each day to get bored so it stays fresh for me. I also like that more evidence types are coming and forcing types to change
You can try playing Ghost Hunters Corp where your objectives heavily rely on exorcism rather than ghost identification. It's like Phasmophobia's chad cousin
Both will be connected eventually. GHC has one of phas's ghost models LuL LETS GOOOOOOOOOO!
One last thing, Venttex, please remain yourself, you being you. Respectfully yours, R
Phasmaphobia is too easy
They need to add something to the gameplay loop for Phasmo to keep it fresh. Maybe the ghost is attached to an item and you need to figure out what and where it is or something.
The game is fun but after watching hundreds of hours of you playing it, it has gotten stale.
Really hoping any updates to phas focus on unpredictability, more variance, and building atmosphere. For me, good horror rests on building dread through anticipation. One thing that's been bugging me about footage of ghost hunters is that it seems kinda hard to be scared when the ghost is so active, so visible, and so happy to be in your face all the time. Ghost hunters seems like a good counterpoint to phas, but I'm hoping phas doesn't try to copy it and focuses on it's own kind of scariness.
Professional needs a huge difficulty change in my opinion. Intermediate should be what professional is now and professional should be harder.
Since this game revolves around investigating the ghost, I feel that part of the game should be harder on the professional difficulty. Fingerprints should be harder to get (maybe a 25% chance on interaction), ghost orbs appear less often, freezing should be harder to get, etc.
Hunts need to be harder too (just in general). Ghosts not need hunt more, they need smarter hunts. They need to see the light of a flashlight and hear more than player voices like flashlights clicking, doors closing (ghost will know you closed the door of the closet you're in), and footstep noises.
I have been watching all your content for a few months now. I enjoy watching whatever you post whether it is a stream or a vid. Please keep up the good work and playing whatever games strikes your fancy.